So I am dragging my game from 4e to 5e and have a conversion question.
The party will be starting at 10th level. In 4e magic items where part of the calculation but not as much in 5e. What would be a reasonable amount of loot an average PC should have starting at 10th level. This campaign has the PCs pretty much against the world, no magic shops and very few allies with any resources of their own. The items they have are essentially gifts from the gods to help them along (no random treasure drops all curated).
They are about to leave the normal world and go to the Feywilde so in story the changes to their classes and items will have a reason.
That sounds like that should work in 5e. It's not really designed to have specific amounts of magic items at certain levels, though there are guides to help you along. The DMG has a table in Chapter 1 after a heading of Tiers of Play and a subheading of Starting at Higher Level. It says that starting at 10th would have normal starting equipment and a gold bonus while 11th mentions having 1 or more magic items depending on whether the campaign is low magic or otherwise.
I just do not want to over power the PCs entering the new rule set. I know that 5e is much flatter in power leveling so it is not as big of a concern but I want some baseline to start from.
So I am dragging my game from 4e to 5e and have a conversion question.
The party will be starting at 10th level. In 4e magic items where part of the calculation but not as much in 5e. What would be a reasonable amount of loot an average PC should have starting at 10th level. This campaign has the PCs pretty much against the world, no magic shops and very few allies with any resources of their own. The items they have are essentially gifts from the gods to help them along (no random treasure drops all curated).
They are about to leave the normal world and go to the Feywilde so in story the changes to their classes and items will have a reason.
Thanks for the help.
That sounds like that should work in 5e. It's not really designed to have specific amounts of magic items at certain levels, though there are guides to help you along. The DMG has a table in Chapter 1 after a heading of Tiers of Play and a subheading of Starting at Higher Level. It says that starting at 10th would have normal starting equipment and a gold bonus while 11th mentions having 1 or more magic items depending on whether the campaign is low magic or otherwise.
This stackexchange question should be helpful
I would do one rare and two uncommon permanent items then 5x common, 4x uncommon, 1x rare consumable.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
I just do not want to over power the PCs entering the new rule set. I know that 5e is much flatter in power leveling so it is not as big of a concern but I want some baseline to start from.
Houligan, that link has some really helpful suggestions. Thanks for pointing me in the right direction.