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Money | - | - | - | DMG |
The amount of funds which
each player begins with is kept low to prevent
the game from becoming too
easy. Players learn from the beginning
that they are never able
to obtain all of the goods they would like in
order to feel safe and satisfied.
Explain to players that sums they begin
with (see PLAYERS HANDBOOK,
MONEY)
represent inherited monies
and savings. A magic-user,
for example, has had to expend most ready
cash he or she possessed
on training; monks are ascetics who don't care
about material possessions
in any event, so they do not accumulate much
money prior to becoming
adventurers and treasure seekers.
If you have a difficult campaign,
and you opt to bestow a limited number
of special items to player
characters at the beginning of the game
(a potion, a magic goodie
such as a + 1 dagger, or even something as mundane as a family suit of
plate mail)
you should adjust starting
money accordingly.
The game is always supposed
to be a challenge, to cause players to want for something,
and to wish to adventure
with their characters in order to obtain the desired things.
Remembering that good players
will be able to gain from nearly any successful encounter --
there will always be some
armor and weapons or equipment to be gained from an adventure --
you should not hesitate
to be stingy and tight right from the beginning of a campaign!
SA:
DMs who like to start out characters with some
minor magical item could
offer elven characters an elfin chain-
mail suit instead, though
evil elves would not be able to receive
this benefit.
<in UA terms, what is
a 'difficult campaign'?>
<here's an idea>
<say that there 3 available
1st level adventures left>
<an
adventure for 1st level characters = 1>*
<an
adventure for character levels 1-2 = 1.5>*
<an
adventure for character levels 1-3 = 2>
<adventure1 = 1, adventure
2 = 1.5, adventure 3 = 2 : average = 1.5(rounds to 2)>
<IFaverage level of available
starting adventures is greater than (>) the minimum character starting
level (usually, 1), THEN this is a 'difficult campaign'>
<IF a 'difficult campaign',
THEN
getrand
1 = potion
(random potion)
2 = +1
dagger (IF class = <those classes that can use daggers> : (loop) ELSE
getrand again if getrand = 2)
3 = plate
mail (IF class = Cav,Pal,C,F,B,R : (loop) ELSE getrand again if getrand
= 2)
&&
starting money = (starting money)/2
* note: here, i am getting the average
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