Determining starting adamantine limb...

Comments on our other product lines: Complete Guide, Strategy Guides, and others. This also covers Morningstar and the Wanderers Guild, which have additional forums elsewhere.

Moderators: DJ LaBoss, finarvyn, Harley Stroh

Post Reply
slimykuotoan
Hard-Bitten Adventurer
Posts: 110
Joined: Fri Nov 26, 2004 3:59 pm

Determining starting adamantine limb...

Post by slimykuotoan » Fri Feb 03, 2006 5:55 pm

...for a newly rolled 7th level character.

Any ideas?

User avatar
Black Knight
Wild-Eyed Zealot
Posts: 68
Joined: Tue Jan 07, 2003 5:25 pm
Location: Upstate New York
Contact:

Post by Black Knight » Sat Feb 04, 2006 5:17 am

Here is a few house rules of thumb:

- I rarely allow my players to spend more than 1/4 of their starting gold on a single item.
- I do not allow my players to "buy" any magic items with a caster level over 1.5 times their starting level (in this case, the max caster level for items would be 10th).

As long as those two house rules are followed (IMC) I pretty much allow anything. Though if a player REALLY wants to have an expensive arm or leg, let them know what they could be missing out on.

Let me dig through my bag of tricks and I'll see if I have some "mundane" and "magical" goodies your drow characters could afford or aspire to eventually own.
JP Quinn
Owner, Dolmen Creative
Giving dice to your imagination!
Goodman Games Writing Credits: A few 3E DCCs, a Complete Guide, and a few books for Blackmoor.

Post Reply