
richienvh |

I am starting a campaign this week. I am the GM and am having some trouble outlining which items to award each level. I know the tables in the book and understand the guidelines.
However, I would like to award the party with items that 'made sense' and am a little insecure on what items to handle the PCs, especially when it comes to consumables.
The party has a cleric of Iomedae, a barbarian, a champion of Torag, a rogue and an alchemist.
Would you be so kind as to give me a few suggestions for the first four levels just so that I can get the hang of it?

Kyrone |
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If you are using the rarity rules, giving the cleric scrolls with uncommon spells that you think that will not derail your adventure is a good way to make them happy.
Likewise with the Alchemist in the party making some of the consumables Alchemical items that they don't have is great to increase their repertoire and make them try new stuff.
For the martials you might want to look for talismans, the Wolf Fang talisman per example will bring their attention to the Athletics skills in combat.

BellyBeard |
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If your adventure(s) include enough downtime between levels, I usually don't cater my item drops to the player builds at all, as that kind of breaks immersion for me as a player. Instead, I offer items which could be generally useful, and whatever makes sense for the enemies they are facing. If the players don't like what they got, they can use downtime to either find and purchase gear they do like or make it themselves. 2nd edition is better about this as your characters generally aren't as hyper specialized into one kind of weapon, but instead focused on broader categories of weapons. Even better, if they find a weapon or armor that's not their style, they can spend time to move its runes to a weapon they do like, so there will be much less "vendor trash".
If you would still rather cater gear to their builds, make sure you get a mix of weapon and armor types, since your party is across the board in what gear they like. Try to have heavy armor available pretty quickly for the champion since they can't get it at creation and it makes an easy level 1 or 2 Permanent Item drop. Having patrons/organizations supply gear helps the immersion issue: for example, "you've proven yourself a capable follower of Torag, here is a special holy symbol so you can continue to serve him." Try to mix in items that would be useful on any one of your party members, so they have meaningful choices and things aren't so prescribed, for example ever burning torches, some of the armor talismans, and hand of the magi.
Hope this advice helps!

nick1wasd |

I'd say for consumables, use the standard everyman magic items that anyone can make use of: potency crystal; health pots; oil of potency; alchemical bombs; APL talismans. If it's enemy loot, equip them with what makes sense for them to have, like fancy bolts for a sniper, poisons for a melee assassin, that type of thing. Also don't be afraid of having money spider items like gems or exotic substances (unrefined adamantine makes for a fun Torag follower gift) as well, not everything the party gets has to be usable right away that day. Also, with crafting rules, item formulas are really great if you have a crafting nut in the party.

K1 |
Remember that consumables could just be seen as useless stuff meant to be sold, in order to get more money for the items a player really want.
But if you keep pressing your players, without allowing them many long rests because of enemies or by putting a deadline ( i.e. the wedding will be in 2 days, and you have to get back the Princess before it starts ) could bring them to realize they have to use consumables to increase their chances of success.
This are both good ways to teach your pleyers to appreciate consumables and not to abuse of the long time rests.
I'd also, apart from peculiar circumstances, allow players to get, during downtime, the items they want.
It is rewarding for them, and it does not change anything for me.
Finally, remember also that the story has its part in this. If a Well known bard went missing in a specific place, the adventures could find his magical instrument even if there are no bards among them. This just to say that you don't necessarily have to think about their classes or if an Item would be useful or not.