| Ki_Ryn |
Does the PC wealth by level (p.399) reprent the buy value, or the sell value, or the PC' equipment?
Also, do new PCs coming in mid-campaign use that chart? If so, do they get to choose their gear or is it rolled randomly?
Because items found while adventuring only sell for half value, serious discrepancies arise when that system is used (either to compare PCs in a campaign or to introduce a new character). Someone who uses only found (or crafted) gear ends up with twice the value of equipment as someone who has to sell found gear in order to purchase stuff they can use. Dose the wealth table represent someone using found/crafted gear, or someone using custom gear?
| Evil Lincoln |
Since the system is intended for making PCs at higher levels (in the case of a dead PC, for instance) I think it is the full price, not the resale price.
The second question ought to be GM's answer, but by default I think you get to choose (since it is presumed you would have sold random gear to by ideal gear).
WBL is not an exact science. Paizo's published modules tend to include more placed treasure than the table would indicate, accounting for unfound treasure. Things like WBL tables help to standardize the process, but there's no replacement for GM observation and balance (i.e. trial and error).
No system could be perfect in this regard anyway, since GP is a significant abstraction of power. You could spend less GP more effectively or more GP ineffectively and that would affect your power level in very meaningful ways. The GM is very important here.
| Ki_Ryn |
Thanks, though I'm sorry to see that no consideration has been given to the huge difference that arises when found items and crafting come into play.
When items have such a big impact on character power, such issues should really be clearly adressed in the rules. My group is struggling to reconcile these differences and I was hoping, after all of these years, it had been dealt with. Alas it seems to have gone the way of grappling (that is, still a mess :).
| spalding |
It's left purposefully vague in order to give the GM more room to set what he is comfortable with in his games.
Please note that the WBL guidelines are just that guidelines not 'rules' as such they are suggestions for a GM on what pace a 'standard' game would come close to following. If you check the treasure per encounter tables you'll find the total treasure per encounter over the course of a campaign will run higher than what the party will need for WBL.
This is to account for items being used, broken, lost, sold or stolen. If a GM finds his party is running below wealth by level (which is based on the buying price which is the price of the item) then he should adjust treasure finds, if the party is running high then again he should adjust treasure finds or tactics until the party is back in line -- unless it is his intention to run the party at the wealth level he is putting them at.
| Ki_Ryn |
If one wanted to determine a PC's wealth at some point, in order to compare it with the chart or an incoming character, then it looks like
net worth equals the sum of purchased items times purchase price, plus found and crafted items times the sale value of each item
where the sale value is typically half purchase price.
Does that seem right?
Diego Rossi
|
No. You factor the whole purchase price for each price.
note that unless the PC are greedy (or role played as such) or there is little time, there will be a bit of inter group trading, with the wizard crafting wands for other party members while the cleric is crafting weapons and armors and so on.
If you read the magic item crafting rules carefully (and the explanation in the FAQs) you need only a guy with a specific crafting feat in the whole group, then he can collaborate with characters of any class to make appropriate items.
There is a specific example of that in the FAQ, a wizard penning a clerical scroll for a cleric. Both characters are tied up in the crafting process for the whole time and the cleric has to memorize the appropriate spell, but he can get a clerical scroll without ever learning to craft them.
So there is little reason for a guy to lag out in equipment if the group has the time to make it.
| Ki_Ryn |
I know better than to try and change someone's opinion on the forums, but in case a dev stops by I want to make it clear that factoring in the whole pruchase price for each item definitely will NOT work to calculate an equitable distribution of equipment (for either existing or joining characters).
quick example:
Character A and B adventure for a long time and find 20,000 gp (purchase value, 10k sale value)) in magic items. To be fair, each gets 10,000 gp (purchase value, which would sell for 5k) in items from the loot pile.
Character A is ok using the items he got.
Character B wants different stuff and so sells his share for 5,000gp worth of custom items.
Now Character C joins so the GM calls for a character audit to see where everyone is at with regards to gear value (so the new guy can join in equivalent to everyone else).
Character A has 10k of items (purchase value).
Characgter B has 5k of items (purchase value).
Character C has an unknown amount because the wealth rules are "purposefully vauge".
And if this were an actual game, no one would recall all of the details of what exactly was kept, sold, crafted, and customized so it's very likely that Player B will accuse Player A of taking more than his fair share of loot and the usual arguments will ensue (with the probable result that Character A has to give Character B 2.5k worth of stuff and Character C joins with 7,500gp of custom gear).
| spalding |
Besides how does using 'sell value' fix the problem?
Character B sells and buys Character A doesn't.
Character A value = 10k retail, 5k sell value
Character B value = 5k retail, 2.5k sell value
Character C value (just joining) = 10k retail, 5k sell value
However in order to fix the in balance perhaps Character B gets a reward from a grateful towns person -- or if a caster perhaps he finds someone to share spells with.
Also something else to consider is that actual 'treasure' such as jewelry or statues (etc) sells for full price.
So if all you hand out is gold and stuff that sells at full value then everyone has to buy stuff and ends at the same spot (at least for the time being).
Again I point out that the treasure per encounter is actually higher than what wealth by level should allow to specifically cover these cases.
And again these sorts of situations are why the guidelines aren't rules -- to allow the GM to adjust for his game and situation as needed.
| Mr. Green |
Selling magic items results in LOST value. They are still worth their purchase price.
To answer the direct question, the character purchases at full price.
Now on to Theory
But WBL is a variable that gets messed up at later levels. It can range from 1/2 the value to characters having 2x the value on the table.
Example:
A Person with a Cohort Enchanter gets 33,000 gold in gear, he then makes it into magical gear the 1/2 is still 33,0000 gold but the purchase value is 66,000 gold. That gives him the treasure allotment of a character 2 levels higher.While another person, lets say the cleric, spends his gold on wands of healing etc.. Sense he has been using expendable items his gold value is below 33,000 maybe way below.
So a starting character coming in at 33,000 gp has an advantage over the character whom has paid for expendable items, nights at the inn, taxes, broken or destroyed goods. Or is at a disadvantage vs. the guy whom gets everything at half cost.
Thus it's tricky.
| Elven_Blades |
Character A and B adventure for a long time and find 20,000 gp (purchase value, 10k sale value)) in magic items. To be fair, each gets 10,000 gp (purchase value, which would sell for 5k) in items from the loot pile.
Character A is ok using the items he got.
Character B wants different stuff and so sells his share for 5,000gp worth of custom items.Now Character C joins so the GM calls for a character audit to see where everyone is at with regards to gear value (so the new guy can join in equivalent to everyone else).
Character A has 10k of items (purchase value).
Characgter B has 5k of items (purchase value).
Character C has an unknown amount because the wealth rules are "purposefully vauge".
What I have found over the years is that while Char A and Char B may have different "Gold Values" for their gear, whatever they have after buying and selling is what they need to be effective. Further analyzation beyond this point is just excessive micromanagement of the GM's part. Whatever gear the have is "worth" the same to them.
When Char C comes in, he may or may not have exactly all the gear he "wants", but it may not be what he needs. All the little things you find over the corse of an adventure add up. Maybe that potion you've had since level 2 is exactly what you need Right Now. Char C doesn't have the potion because he wasn't around, but A and B do.
These are the intangible things you have to consider. So what if your gear is not as shiny. If you are analyzing to the level you suggest, are you really having fun at the table? Or are you just playing math wars? Let the players have their reins, and it will probably work out in the end.
| Ki_Ryn |
Given previous the example scenario:
Character A and B adventure for a long time and find 20,000 gp (purchase value, 10k sale value)) in magic items. To be fair, each gets 10,000 gp (purchase value, which would sell for 5k) in items from the loot pile.
Character A is ok using the items he got.
Character B wants all different stuff and so sells his share for 5,000gp worth of custom items.
Character C joins at what net worth?
If we use this formula:
net worth = (purchase price of all bought items) + (sale price of all found and crafted items)
we get:
Character A net worth = 0 (custom items) + 5k (found items) = 5,000 gp
Character B net worth = 5k (custom items) + 0 (found items) = 5,000 gp
Thus character C should join with a net worth of 5,000 gp. This could be 10k (purchase value) of simulated “found” or crafted gear, 5k of custom picked and optimized gear, or a mix. How to simulate “found” gear is another matter entirely (maybe just stuff inherited from the dead guy :).
A more interesting example would be Character D who was also given a 10,000 gp (purchase value, which would have a sale value of 5,000 gp) pile of magic items in his group. Suppose he used 4,000gp (purchase value) of the items as is but sold the rest for custom items – getting 3,000 gp (purchase value) of desired gear. His net worth would be:
Character D net worth = 2k (found items) + 3k (custom items) = 5,000 gp total.
It seems to work out – though I haven’t really looked at how crafting would fit in. I think it would be like found items.
| Aranna |
No no no Ki_Ryn
Net worth = full value of all items + gold + trade goods.
Just because you can't get the full value back out of a sold item doesn't make it worth less.
I wouldn't want to have people constantly tracking where they got items... for what? Just to do some weird WBL house rule... Not worth it. And your system is STILL unable to cover the use of expendables and broken or lost equipment. Just stick with the way things are supposed to work, your players will thank you.
| PSY850 |
If some characters are getting all the items they need to equip the way they want and others are having to sell thier share of whatever loot to get things they want to use then the DM should adjust the loot thats dropping. There are other ways of making sure loot and total wealth distribution evens out better. Like if somebody wants a piece of loot to actually use and not jsut sell to buy somehting else then they put the sell price worth of gold into the loot pile or gets that much less of the gold in the loot pile. and anything that gets sold gets it's value is split just like it was a pile of gold at the dragon horde =).
Balancing profit is all up to the DM, if he and the players cant agree on a way to do it then it's a breakdown in the basics of the game.
Diego Rossi
|
I know better than to try and change someone's opinion on the forums, but in case a dev stops by I want to make it clear that factoring in the whole pruchase price for each item definitely will NOT work to calculate an equitable distribution of equipment (for either existing or joining characters).
quick example:
Character A and B adventure for a long time and find 20,000 gp (purchase value, 10k sale value)) in magic items. To be fair, each gets 10,000 gp (purchase value, which would sell for 5k) in items from the loot pile.
Character A is ok using the items he got.
Character B wants different stuff and so sells his share for 5,000gp worth of custom items.Now Character C joins so the GM calls for a character audit to see where everyone is at with regards to gear value (so the new guy can join in equivalent to everyone else).
Character A has 10k of items (purchase value).
Characgter B has 5k of items (purchase value).
Character C has an unknown amount because the wealth rules are "purposefully vauge".And if this were an actual game, no one would recall all of the details of what exactly was kept, sold, crafted, and customized so it's very likely that Player B will accuse Player A of taking more than his fair share of loot and the usual arguments will ensue (with the probable result that Character A has to give Character B 2.5k worth of stuff and Character C joins with 7,500gp of custom gear).
First, if that is happening you have a player problem, not a WBL problem.
Second, what you do when one of your players take only expendable items (wands, potions, scrolls), burn them like crazy and then start this shenanigan calling that the characters of the other players have more WBL than him so he should get compensation?
You really allow him to mooch his way to power?
| Aaron Webber |
If one wanted to determine a PC's wealth at some point, in order to compare it with the chart or an incoming character, then it looks like...
The most important bit here .... if the "one" you are talking about is the DM than using that chart to determine how much gold to spend an incoming PC gets is perfectly valid, and they can follow the chart ... or not, as is up to the DM.
An incoming PC or the existing PCs should not be using that chart to compare what they have, the value of what they have or whats fair for the newly arrived PC. That is not the intention or purpose of that chart. I generally tell my players to ignore it completely as it has nothing to do with them ... as in the information there is only important to the DM and only to the degree the DM wants to make it important. Going into the math of WBL is number crunching that the DM is free to engage it ... players using the WBL chart to number crunch only breeds unpleasantness and unfun-ness ... that's not a word but you know what I mean. And a DM who directs players to that chart is not helping matters.
The DM should tell an incoming PC: "You get X gp to spend, make sure no one item is worth more than 1/4 or 1/2 or whatever of that amount" ... and leave everything else to "stuff that happens behind the curtain". You want your players paying attention to the big booming green head Wizard, not the charlatan behind the screen. Toto would make a bad PC. :)
| Bwang |
Ran a fighter under 3.5 that amassed a final total of 28k gold, making me among the richest players (btw), but had less than anyone in terms of usable gear. I possessed a +3 suit of leather armor, not used as I was the plate armored muscleman wielding a +2 great sword. Add in a couple of pairs of magic booties and an Elven Cloak and I was there. Magical gear speaking. The Rogue had a matching (literally) suit of +3 leather plus a +4 kukri, +2 returning dagger of wounding and a +2 sap. Add a collection of boots and gloves and her own cloak and she couldn't buy a crust of bread.
GP value can be deceiving, you must make sure the players actually have REAL value, not bank accounts.
| Devilkiller |
If a new PC joins the game at higher levels I think the primary concern for WBL is making sure that he or she isn't significantly better equipped than the existing PCs who have "earned" their gear. If you take a quick count of WBL for the existing PCs and then give the new PC the lowest value (perhaps cut slightly) as starting gold I think you'll probably be safe.
For what it is worth, I think new PCs who arrive out of thin air should generally start at the same level as the lowest level member of the party. I feel that replacement PCs for those who have died or wish to retire for trivial reasons (my AC isn't the highest in the party anymore, I need to build something more overpowered!) should arrive at 1 level lower than the PC they're replacing. The first helps make sure existing players don't feel that the new guy is unfairly better than their PC. The second helps discourage players from committing PC suicide or constantly switching characters to play whatever's most mechanically advantageous at that moment.
EDIT: Since this is in the Rules section I should clarify that these are just opinions on how I like to see things done. The actual rules are in the PRD section on Gamemastering.
| IkeDoe |
(to OP) If you manage treasure as suggested in the Core Rulebook, over the levels, your equipment (buy value=price), money, etc.. will be worth (grand total) about the same ammount noted in the WBL. That's the point of the WBL Table, nothing less, nothing more.
Also the WBL table is not a rule, the table is there to give you information about what is expected and isn't a replacement of the treasure generation rules, it comes FROM these rules. Using the WBL to overcomplicate the treasure management rules (as done frequently in those boards) makes no sense.
The text in the Core Rulebook already states that it asumes you are selling old items for 1/2 its price, among other things.
New characters will get about the same ammount of stuff the existing characters already have, using those guidelines. Note that the guidelines in page 400 already give hints about placing a few restrictions.
***
About item crafting:
Effects of item crafting aren't taken in mind, and yes, that's a problem because parties that craft items will get more money and stuff than parties that don't, using the standard rules. Which is ok because the guys waste feats and skill points in order to craft items, but we don't know the expected effect in the long run.
However there's no way you can predict the effect of crafting over wealth-per-level, because it depends of how much of your treasure hoard value is actual money (coins).
As you already know, selling and item and using the money to craft an item won't give you any benefit (in terms of wealth).
Instead, using money to craft items is better than using money to buy items (about twice better, in terms of wealth).
The Core Rulebook doesn't state the expected average % of treasure given as money, huge error imo (for what I would expect from a rpg designed in 200X).
House rule:
When needed we assume 10 to 25% (from "15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.", supossing than many disposable items are bought and other magic items are also bought, weak, I know, but works), which is just my house rule, but in my experience works well to balance item crafting.
I.e. About 10-25% of the treasure is money. A new character will receive 10-25% of his WBL as money, then he can use this money to pay the cost of crafting items. This way regular treasure generation and item crafting is simulated without modifying the WBL table (which is 100% valid unless you modify the whole treasure generation system or you give players a very different ammount of coins).
Again it's just my houserule.
| Ki_Ryn |
(to OP) If you manage treasure as suggested in the Core Rulebook, over the levels, your equipment (buy value=price), money, etc.. will be worth (grand total) about the same ammount noted in the WBL.
That, empirically, is not the case. We play campaign paths exclusively and by mid levels there are huge discrepencies both between players and between the group as a whole and the WPL chart. Even with equal wealth distribution, using found vs bought items can double one PCs wealth with regards to another. By the time levels are into the double digits, that is making a clear difference in the ability of characters to contribute in encounters.
Then when a new characters wants to join with 50,000 gp worth of crafting materials instead of gear, it is clear that an extra sentence or two is really needed in the rule book.
I'm not trying to fix the system just for the fun of it. I'm trying to come up with something that will prevent a repeat of issues we have already seen (multiple times) in play.
I do appreciate the suggestions and information from those who understand the situation. At least it gives me an idea of the how the general population views the issue (or lack there of).
| Aaron Webber |
I'm still not sure what the issue here is. If you're the DM and you introduce a character and you, as the DM, think there is a wealth discrepancy between some characters, you, as the DM, have the ability to fix it ... by dropping loot that is geared to a particular PC.
Again, that table is not FOR players. It is for the DM to get a general guideline. What the characters do with their wealth after the pick it up is up to them. If a character decides to do be all paladiny and give it all to some IC charity does that mean it is now unfair because he has less wealth? No ... its the repercussions of his actions. The DM has full control over where they want these wealth levels to be. You don't even have to use that chart for an incoming new PC if you don't want to, its just there as a guideline.
| IkeDoe |
IkeDoe wrote:(to OP) If you manage treasure as suggested in the Core Rulebook, over the levels, your equipment (buy value=price), money, etc.. will be worth (grand total) about the same ammount noted in the WBL.That, empirically, is not the case. We play campaign paths exclusively and by mid levels there are huge discrepencies both between players and between the group as a whole and the WPL chart. Even with equal wealth distribution, using found vs bought items can double one PCs wealth with regards to another. By the time levels are into the double digits, that is making a clear difference in the ability of characters to contribute in encounters.
Then when a new characters wants to join with 50,000 gp worth of crafting materials instead of gear, it is clear that an extra sentence or two is really needed in the rule book.
I'm not trying to fix the system just for the fun of it. I'm trying to come up with something that will prevent a repeat of issues we have already seen (multiple times) in play.
I do appreciate the suggestions and information from those who understand the situation. At least it gives me an idea of the how the general population views the issue (or lack there of).
The Adventure Paths don't seem to follow the standard treasure rules closely, that's why the WBL doesn't make much sense in that case (oddly) and "empirically" works for games that use the standard treasure generation rules.
About disparity between characters, rules can't help with that issue, and AP's premade treasure hoards only make the situation worse. The Core Rulebook states that treasures should always be tailored to some extent and I suggest to do the same with AP's treasures.
I.e., a +1 rapier makes no sense in the context of this game, a +1 light or one handed martial weapon (GM choice) does, APs do the first thing, the Core Rulebook suggest you modify the treasure.
In any case if wealth is equally distributed you won't end up with one character having twice the wealth of another, if crafting isn't in the equation: it implies one of the characters selling almost every item found, even most of those he should use; and another character that never found or bought a more powerful item than the old item carried, which isn't a reasonable scenario if wealth is actually equally distibuted (another option is a deliberate bad management of items by one PC, which deserves a decrease in WBL, or bad management from GM).
The book falls short about crafting, but does NOT need any sentence in case someone wants to change most of its gear for crafting materials. It already suggest how many of the wealth should be expended in what equipment or actual money for a balanced approach. If your WBL is X and you want to join with X gp and no equipment you are not following the guidelines, i.e. the rules suggest 10% for money, 15% for consumibles, 25% for defensive devices, etc.. (iirc) the only question is how are you going to fine tune it as qualitatively suggested in the rules.
I strongly suggest to read the last sections of GameMastering chapter MANY times, until you can connect all the scattered information there; Mr Succint wrote that chapter, which is pretty much the problem.