| ShroudedInLight |
Hey folks, I'm running a campaign and the party is finally starting to make bank. Many of them are new and looking for benchmarks to purchase specific items, I've always bought items based on feel but I don't want to leave them in a lurch by making them trust their instincts.
Can folks outline when, by level, you should on average have the Big Six items and their various upgrades (Magic Weapon, Magic Armor, Ring of Protection, Cloak of Resistance, Stat Belt, Stat Headband).
I know this has probably been asked and answered a thousand times, but thanks for taking the time to help me out!
| avr |
Look up automatic bonus progression for a general idea. Pure spellcasters will want their mental stat bonus headbands earlier but indulging them isn't always the best idea; YMMV.
| doomman47 |
For pcs, since you are following it as a guideline on items to give them and not actually giving them those powers I would say move them up 1-2 levels on the chart. As well as giving the martials their physical buffs the same time as the casters mental ones, but pay close attention to those who can't wear armor or use weapons and grant items accordingly.
| j b 200 |
In addition to ABP, consider wealth by level table.
At level 4 you have 6k gp. That likely means +1 weapon and Armor (~4k) and maybe one other item plus consumables.
By level 6, WBL is 16k. This will likely mean a +1 armor, +1 weapon, +1 ring of protection and +2 belt/headband. This hits 13k, meaning there is still 3k to pick up an Amulet of Natural Armor, or some other decent, but not great item AND still have money for consumables.
At level 10, with 62k we are looking at a +3 weapon (18k), +3 armor (9k), 2 +2 AC items (8k each), and both a +2 belt and headband (4k each). You still have 11k to play with, meaning you would have a REALLY nice other item or bump up your Armor to +4, or get a +2 shield. You can also have only one +2 AC item and bump your belt or headband to +4.
Obviously depending on the class this math will vary (a fighter will go for +2 weapon before +4 belt, but the wizard probably grabs +4 headband ASAP) but it is a good starting point.
As a side note- I did this math w/o looking at ABP. It has +1 weapon/armor at lvl 4. +1 deflection and +2 mental at level 6. +2 weapon/armor, +3 resist, +2 mental/physical, +1 NA at level 10.
SO, just follow ABP, b/c it is literally the game designers telling you when they think your players should have X bonus to keep up with CR.
| blahpers |
Eh. I usually play it by ear. Some campaigns I really need high saving throws, others I really need that stat enhancer, still others a good weapon for bypassing DR, and so on. Class differences make it even more up in the air. It varies enough that I can't really come up with a blanket rule for every character.