It seems pretty agreed upon that if you're bringing a new character into a campaign that has leveled up characters, you start your new character at the level of the other characters in the campaign, but what about equipment? If you're bringing a newly created character into a campaign where other characters have magical weapons, silvered weapons, mounts, lots of gold pieces, potions, etc., do you similarly equip your new character so they're not playing at a disadvantage compared to their cohorts with that stuff? It seems like doing so would follow the same logic as leveling up your character.
I know at the end of the day it's up to our group and our DM. Just trying to get a sense of what everyone else does in this situation. Thanks!
100% equip them equivalently. Anything else is essentially punishing them for joining your game and is a jerk move. New players shouldn't be made to feel like they're unimportant tag-alongs in someone else's story - they're spending their time and energy and probably money to play a hero, not a sidekick. Treating new players as lesser participants is one of the worst traditions of D&D.
There’s a chart in n the DMG with recommended starting gear based on level. We just use that. And if your DM has been on the more generous side, I could see adding an item or two to it.
There’s a chart in n the DMG with recommended starting gear based on level. We just use that. And if your DM has been on the more generous side, I could see adding an item or two to it.
Let me ask you this: If the party has no magical equipment at all, would you use that chart to give new players magic items so they're the most powerful PC in the group? If not, you have no excuse for using the chart to make them the least powerful. Their equipment should be based on the party's.
Additionally, levelled wizards should start with more spells in their book than 1 per level + int modifier, just as though the DM had given them some to copy along the way. Both that and the DMG chart are just excuses to tell new players they aren't really part of the team.
There’s a chart in n the DMG with recommended starting gear based on level. We just use that. And if your DM has been on the more generous side, I could see adding an item or two to it.
Let me ask you this: If the party has no magical equipment at all, would you use that chart to give new players magic items so they're the most powerful PC in the group? If not, you have no excuse for using the chart to make them the least powerful. Their equipment should be based on the party's.
Additionally, levelled wizards should start with more spells in their book than 1 per level + int modifier, just as though the DM had given them some to copy along the way. Both that and the DMG chart are just excuses to tell new players they aren't really part of the team.
I don't agree with you. Being new is not being part of the team. For me that is where roleplaying comes in. As the new character you need to work your wway into the team and that can, of course, be very swift and smooth. The players and the DM should decide that the new addition to the team is a valuable, and equal part of said team. Equipmentwise, I suggest that the new character in on par with the rest of the team. If thaty have no magic items, why should the new guy have it? Having said that, it could also be an excellent opportunity for the DM to give the party a piece of equipment that they will need in future encounters without making it wierd.
There’s a chart in n the DMG with recommended starting gear based on level. We just use that. And if your DM has been on the more generous side, I could see adding an item or two to it.
Let me ask you this: If the party has no magical equipment at all, would you use that chart to give new players magic items so they're the most powerful PC in the group? If not, you have no excuse for using the chart to make them the least powerful. Their equipment should be based on the party's.
Additionally, levelled wizards should start with more spells in their book than 1 per level + int modifier, just as though the DM had given them some to copy along the way. Both that and the DMG chart are just excuses to tell new players they aren't really part of the team.
This seems weirdly hostile, but I'll just go ahead and think its the internet not correctly translating your sentiment.
The OP asked how you do it. I said how I do it. That's all that happened. You seem to prefer a different way. Cool. I guess its lucky for both of us there's not one single, correct way to play.
This seems weirdly hostile, but I'll just go ahead and think its the internet not correctly translating your sentiment.
I certainly don't mean to sound hostile, only to present my opinion as one I hold very strongly as a moral imperative. It's not about play style to me, it's about culture and gatekeeping - and more simply about treating people well. New players should be brought in as full participants in the game. Acting like a tabletop game is an exclusive club in which you have to earn a place is rude to the player, and does a disservice to a hobby that traditionally has problems with inclusivity.
This seems weirdly hostile, but I'll just go ahead and think its the internet not correctly translating your sentiment.
I certainly don't mean to sound hostile, only to present my opinion as one I hold very strongly as a moral imperative. It's not about play style to me, it's about culture and gatekeeping - and more simply about treating people well. New players should be brought in as full participants in the game. Acting like a tabletop game is an exclusive club in which you have to earn a place is rude to the player, and does a disservice to a hobby that traditionally has problems with inclusivity.
We're talking about new characters. Not necessarily new players. Vast difference.
We're talking about new characters. Not necessarily new players. Vast difference.
Okay, yeah, that would absolutely be a different scenario than what I was thinking of. I have no strong opinions at all on how someone else handles that for established players in a group. Everyone has their own dynamic. It's important, to me, that groups introducing people do so in as inclusive a way as possible. Once they're insiders, they're on their own.
I DMed in older editions that leaned toward more magic items and specialized gear than 5e, but my go-to for established players with new characters was to give them enough +x items to not suck, something cool and thematic and probably homebrewed a little, and then enough consumables to let them work at the party's level sometimes - and maybe even a little better once or twice to give them an early badass moment.
Additionally, levelled wizards should start with more spells in their book than 1 per level + int modifier, just as though the DM had given them some to copy along the way. Both that and the DMG chart are just excuses to tell new players they aren't really part of the team.
Just a point - that's not how Wizards work. They start off with 6 spells, then 2 for every level. Even by level 5, that's 13 spells (without even wasting any for low level needs that you'd waste going the long way). I'd certainly look into leaving a few spellbooks to find, but it's not like the Wizard will be hard done by if you don't.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I don’t really understand how a chart that prescribes a level of wealth and treasure for all party members could somehow be used to exclude party members from wealth and treasure. If the chart says each member should have one magic item and 100gp, what difference would it make if the players are new or experienced? If the chart says each member should have 20 magic items and a billion gold, or any number in between or exceeding these values, what difference does it make if the players are new or experienced? The entire and singular point of such a chart is that the characters should each have roundabout the same wealth and treasure.
Start with the chart, then compare chart to party and adjust accordingly. The guide is a quick reference starting point, and from there by comparing to the party you may be in a better position to estimate what may be best. A new character should be somewhat equal to the others.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
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It seems pretty agreed upon that if you're bringing a new character into a campaign that has leveled up characters, you start your new character at the level of the other characters in the campaign, but what about equipment? If you're bringing a newly created character into a campaign where other characters have magical weapons, silvered weapons, mounts, lots of gold pieces, potions, etc., do you similarly equip your new character so they're not playing at a disadvantage compared to their cohorts with that stuff? It seems like doing so would follow the same logic as leveling up your character.
I know at the end of the day it's up to our group and our DM. Just trying to get a sense of what everyone else does in this situation. Thanks!
You talk to the DM and see what they're willing to give you.
That's all you can realistically do.
100% equip them equivalently. Anything else is essentially punishing them for joining your game and is a jerk move. New players shouldn't be made to feel like they're unimportant tag-alongs in someone else's story - they're spending their time and energy and probably money to play a hero, not a sidekick. Treating new players as lesser participants is one of the worst traditions of D&D.
There’s a chart in n the DMG with recommended starting gear based on level. We just use that. And if your DM has been on the more generous side, I could see adding an item or two to it.
Let me ask you this: If the party has no magical equipment at all, would you use that chart to give new players magic items so they're the most powerful PC in the group? If not, you have no excuse for using the chart to make them the least powerful. Their equipment should be based on the party's.
Additionally, levelled wizards should start with more spells in their book than 1 per level + int modifier, just as though the DM had given them some to copy along the way. Both that and the DMG chart are just excuses to tell new players they aren't really part of the team.
I don't agree with you. Being new is not being part of the team. For me that is where roleplaying comes in. As the new character you need to work your wway into the team and that can, of course, be very swift and smooth. The players and the DM should decide that the new addition to the team is a valuable, and equal part of said team. Equipmentwise, I suggest that the new character in on par with the rest of the team. If thaty have no magic items, why should the new guy have it? Having said that, it could also be an excellent opportunity for the DM to give the party a piece of equipment that they will need in future encounters without making it wierd.
This seems weirdly hostile, but I'll just go ahead and think its the internet not correctly translating your sentiment.
The OP asked how you do it. I said how I do it. That's all that happened. You seem to prefer a different way. Cool. I guess its lucky for both of us there's not one single, correct way to play.
I certainly don't mean to sound hostile, only to present my opinion as one I hold very strongly as a moral imperative. It's not about play style to me, it's about culture and gatekeeping - and more simply about treating people well. New players should be brought in as full participants in the game. Acting like a tabletop game is an exclusive club in which you have to earn a place is rude to the player, and does a disservice to a hobby that traditionally has problems with inclusivity.
We're talking about new characters. Not necessarily new players. Vast difference.
Okay, yeah, that would absolutely be a different scenario than what I was thinking of. I have no strong opinions at all on how someone else handles that for established players in a group. Everyone has their own dynamic. It's important, to me, that groups introducing people do so in as inclusive a way as possible. Once they're insiders, they're on their own.
I DMed in older editions that leaned toward more magic items and specialized gear than 5e, but my go-to for established players with new characters was to give them enough +x items to not suck, something cool and thematic and probably homebrewed a little, and then enough consumables to let them work at the party's level sometimes - and maybe even a little better once or twice to give them an early badass moment.
Just a point - that's not how Wizards work. They start off with 6 spells, then 2 for every level. Even by level 5, that's 13 spells (without even wasting any for low level needs that you'd waste going the long way). I'd certainly look into leaving a few spellbooks to find, but it's not like the Wizard will be hard done by if you don't.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I don’t really understand how a chart that prescribes a level of wealth and treasure for all party members could somehow be used to exclude party members from wealth and treasure. If the chart says each member should have one magic item and 100gp, what difference would it make if the players are new or experienced? If the chart says each member should have 20 magic items and a billion gold, or any number in between or exceeding these values, what difference does it make if the players are new or experienced? The entire and singular point of such a chart is that the characters should each have roundabout the same wealth and treasure.
Start with the chart, then compare chart to party and adjust accordingly. The guide is a quick reference starting point, and from there by comparing to the party you may be in a better position to estimate what may be best. A new character should be somewhat equal to the others.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.