Character Wealth: Lump Sum VS Standard


Pathfinder Second Edition General Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What exactly is the point of the Standard method? I don't honestly believe it is ever used in practice after the initial character introduction.

Players are predisposed toward spending gold only on things they see as worthwhile. This generally results in characters having a few high level items and several low level items (or a lot of savings intended for the next big item or item upgrade).

So, even if you start with the Standard method, players naturally gravitate towards Lump Sum, so why bother with anything else in the first place?


It depends on the level. If you're a level 5 character who uses sword and board, you definitely want the lump sum for a sturdy sheild and a +1 Striking weapon. For a character who uses a single weapon, those two level 3 skill items might be more appealing.

(Remember, you only have access to level-1 items in this case, so neither of our hypothetical PCs can buy +1 armor)

Dark Archive

I think the items can be worth more than the lump sum in a lot of scenarios, which makes it worth it.


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I think it's specifically for creating new characters at a higher level, as a replacement character or because the campaign starts at a higher level. Like you can just say "I'm making a 6th level character so I get +1 armor, a +1 Striking Weapon, and since I want to do athletics stuff I'll get a Lifting Belt" Then you just have a few low level slots to fill which guides "which items you read and which ones you skip."

Honestly probably my least favorite part of building a new character of a higher level is "picking out gear" so I generally gravitate to the standard method.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It depends on the character, as well as the level.

The standard method, as the text states, will add up to a greater total value than using a lump sum. However, some specific characters at certain levels will want an extra higher level item instead of a couple lower level items.

For example, I have a concept of a centaur druid (Storm order) for Wardens of Wildwood, looking to take Monster Crafting between 7th and 10th level; for this character's starting equipment, I'm looking at a caster's targe with a reinforcing rune, staff of air with a +1 weapon potency rune, expanded healer's toolkit, and horseshoes of mighty blows (reskinned handwraps for hoof strikes). This would not be possible with the standard method for a 5th level character (1 x 4th, 2 x 3rd, 1 x 2nd, 2 x 1st).


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PossibleCabbage wrote:

I think it's specifically for creating new characters at a higher level, as a replacement character or because the campaign starts at a higher level. Like you can just say "I'm making a 6th level character so I get +1 armor, a +1 Striking Weapon, and since I want to do athletics stuff I'll get a Lifting Belt" Then you just have a few low level slots to fill which guides "which items you read and which ones you skip."

Honestly probably my least favorite part of building a new character of a higher level is "picking out gear" so I generally gravitate to the standard method.

Same here with me and my group. It's much quicker to look at the standard method, grab your items from the recommended levels--I tend to gravitate to as many permanent items as I can, but some of my friends prefer to get one or two high level consumables--and either use your leftover gold to fill in the corners, or just leave it as a small bit toward your next upgrade.

The lump sum method gives me flashbacks of building a higher-level character for PF1 where I'd get overwhelmed by just how many items there were, default to buying as many of my "big six" as possible, and all of my guys would end up kitted out more or less identically. The standard method does some of the same, but after taking care of whatever fundamental runes I need the smaller range of stuff to pick from helps with analysis paralysis.


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When we start at higher level, if the people in the table are not super proficient with the game, i tend to propose the standard method for them. Much faster and easier for them.

Liberty's Edge

Dragonchess Player wrote:

It depends on the character, as well as the level.

The standard method, as the text states, will add up to a greater total value than using a lump sum. However, some specific characters at certain levels will want an extra higher level item instead of a couple lower level items.

For example, I have a concept of a centaur druid (Storm order) for Wardens of Wildwood, looking to take Monster Crafting between 7th and 10th level; for this character's starting equipment, I'm looking at a caster's targe with a reinforcing rune, staff of air with a +1 weapon potency rune, expanded healer's toolkit, and horseshoes of mighty blows (reskinned handwraps for hoof strikes). This would not be possible with the standard method for a 5th level character (1 x 4th, 2 x 3rd, 1 x 2nd, 2 x 1st).

Just a note that, as a centaur, you can totally use the Handwraps of mighty blows as is. No need for reskinning.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Do the characters have access to a means of getting compound interest?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
The Raven Black wrote:
Dragonchess Player wrote:

It depends on the character, as well as the level.

The standard method, as the text states, will add up to a greater total value than using a lump sum. However, some specific characters at certain levels will want an extra higher level item instead of a couple lower level items.

For example, I have a concept of a centaur druid (Storm order) for Wardens of Wildwood, looking to take Monster Crafting between 7th and 10th level; for this character's starting equipment, I'm looking at a caster's targe with a reinforcing rune, staff of air with a +1 weapon potency rune, expanded healer's toolkit, and horseshoes of mighty blows (reskinned handwraps for hoof strikes). This would not be possible with the standard method for a 5th level character (1 x 4th, 2 x 3rd, 1 x 2nd, 2 x 1st).

Just a note that, as a centaur, you can totally use the Handwraps of mighty blows as is. No need for reskinning.

Short answer: Looking ahead to potentially "upgrade" the horseshoes with special material (cold iron, silver, etc.) versions if warranted.

Liberty's Edge

Dragonchess Player wrote:
The Raven Black wrote:
Dragonchess Player wrote:

It depends on the character, as well as the level.

The standard method, as the text states, will add up to a greater total value than using a lump sum. However, some specific characters at certain levels will want an extra higher level item instead of a couple lower level items.

For example, I have a concept of a centaur druid (Storm order) for Wardens of Wildwood, looking to take Monster Crafting between 7th and 10th level; for this character's starting equipment, I'm looking at a caster's targe with a reinforcing rune, staff of air with a +1 weapon potency rune, expanded healer's toolkit, and horseshoes of mighty blows (reskinned handwraps for hoof strikes). This would not be possible with the standard method for a 5th level character (1 x 4th, 2 x 3rd, 1 x 2nd, 2 x 1st).

Just a note that, as a centaur, you can totally use the Handwraps of mighty blows as is. No need for reskinning.
Short answer: Looking ahead to potentially "upgrade" the horseshoes with special material (cold iron, silver, etc.) versions if warranted.

Just like humans fighting with their fists : gauntlets rather than armbands. Or be a Monk.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

1) I'm guessing that centaurs will have a heritage and/or an ancestry feat that grants hoof strikes (e.g., razortooth goblins, Tusks orc feat);
2) Hands will be occupied with a shield and staff;
3) Already a druid not going the untamed/battle form route.

Yes, this will prevent being able to also wear alacritous horseshoes but Wind Caller at 8th means the character probably won't miss that option much.


The Lump Sum gives more choices to the player (and potentially less work for the GM).

Otherwise the GM has to figure out what the items are for Standard (and not turn it into a 'game of favorites').

At least, that's my take on it.

Verdant Wheel

Some people like subtracting 301.99 from 500.00 and others like adding single digit numbers together.

=)

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