Jankiness with the rules for starting wealth, and how it can be averted simply by using a flat wealth pool and Starfinder-style item level maximums


Skills, Feats, Equipment & Spells


I have been GMing for several parties past 1st level by this point, and I have been guiding many players through starting wealth, since page 348 explicitly says that "You and the player should work together to decide which items the new character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you have reason to believe they are trying to abuse the system." Since I try to support character optimization, this means I have become intimately familiar with the jankier side of starting wealth. The book says to not let players abuse the system, but who is to say what is abuse and what is simply trying to make the best of shoddy mechanics?

For one, a character starting from 2nd through 5th level is entitled to one or two permanent 1st-level items. However, there are no permanent 1st-level items, so a character must settle for a 0th-level item (i.e. mundane equipment) instead.

For two, since starting wealth is based on item levels and not permanent items, it feels bad to select a permanent item that is significantly lower-value than the maximum-value items of the level. It does not feel too good to select a 200 gp choker of eloquence or a traveler's any-tool over, say, 250 gp eyes of the eagle (+2 Perception when Perception is the default initiative skill), when all of them are 6th-level items.

For three, it is a little too easy to game the system by selling at 50% price the items you do not care for, in order to purchase higher-level items you do want and/or packs of consumable items. This is something I have seen done across multiple characters, and it is really quite irksome.

For four, it is a little too easy to game the system by selling at 50% price the items you do not care for, in order to purchase higher-level items you do want and/or packs of consumable items. This is something I have seen done across multiple characters, and it is really quite irksome.

For five, page 348 says, "In the case of items made from special materials, items should be selected based on the table in which they appear, not their item level." This applies only to items made of (vastly overpriced) special materials. But while there are specific examples in page 356, the tables in pages 354 to 355 give no item levels. So how does this work?

For six, page 370 says, "The level of an item with runes etched on it is equal to the highest level among the base item and all runes etched on it; therefore, a +1 mace (4th level) with a disrupting rune (5th level) would be a 5th-level item." Let us put this above into practice. A master-quality weapon is a 7th-level item, and can accommodate two property runes. A +1 weapon potency rune is a 4th-level item, a +2 weapon potency rune is an 8th-level item, and frost and shock runes are 9th-level items. That means that a master-quality weapon with a +1 weapon potency rune, a +2 weapon potency rune, and frost and shock runes is a 9th-level item. That is a value of 360 gp master-quality weapon + 65 gp first potency rune + 400 gp second potency rune + 700 gp frost + 700 gp shock = 2,225 gp! That is crazy. Is a PC starting at 10th-level really entitled to start with such a 9th-level item?

All of the above silliness could be averted simply by implementing a flat wealth pool and instating Starfinder-style item level maximums that allow PCs to purchase only items up to a certain level.


Item 6: page 370 says, "The level of an item with runes etched on it is equal to the highest level among the base item and all runes etched on it; therefore, a +1 mace (4th level) with a disrupting rune (5th level) would be a 5th-level item."

Anyone else have a comment on whether this is intended or an accident of the starting wealth rules?

For the upcoming Affair at Sombrefell Hall game this is could free up a level 4 item (+1 weapon) if they take a higher level property rune.


You don't even need item levels, you can just go with the good old, "don't spend more than 30-40% of your starting money on any one item" and be done with it.

The most awful part is when you literally can't start with any useful item for a given item level. (unless you have spare resonance for consumables AND consider consumables useful)


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The part that really concerns me is the potentially free runes, because that can lead to some seriously cheesy starting weapons.


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Honestly there's certain items the game just assumes you're going to pick as soon as you can. Magic Armor at 4, Magic Weapon at 5. The designers should just put out a gear list of the things your character starts with at whatever starting level--much like the gear lists they have for NPCs. If you don't like an item there might be some option to take a payout instead, but not anything close to the full sale value of the item.

Now do I wish that the game was written in a way where it rewarded characters for having a variety of fun interesting items that they could use in creative, freeform ways instead of being locked into a rigid item and coin progression that strictly controls what you can own and requires you to buy a set of mandatory items to avoid becoming mathematically irrelevant? YES! I do wish that!

But that does not appear to be in the cards. Like at all. This is a fine tuned, tightly controlled, optimization centered game system--and if the game system would just admit to that and just give you the items they want you to have it would make things a lot easier for everyone.


Grimcleaver wrote:

Honestly there's certain items the game just assumes you're going to pick as soon as you can. Magic Armor at 4, Magic Weapon at 5. The designers should just put out a gear list of the things your character starts with at whatever starting level--much like the gear lists they have for NPCs. If you don't like an item there might be some option to take a payout instead, but not anything close to the full sale value of the item.

Now do I wish that the game was written in a way where it rewarded characters for having a variety of fun interesting items that they could use in creative, freeform ways instead of being locked into a rigid item and coin progression that strictly controls what you can own and requires you to buy a set of mandatory items to avoid becoming mathematically irrelevant? YES! I do wish that!

But that does not appear to be in the cards. Like at all. This is a fine tuned, tightly controlled, optimization centered game system--and if the game system would just admit to that and just give you the items they want you to have it would make things a lot easier for everyone.

That is pretty much the feeling you get from table 10-2 and the monster math. Here you are supposed to get this, and here you are supposed to get that.

"Paint by numbers" may make a pretty picture, but it is not yours.

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