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Quote:Okay, I'm having a bit of trouble understanding. Just say the starting level of money was calculated by 3d4 and the level of the character is 5. So, (1+2+3+4+5) = 15. So, for level 1 money we are rolling 3 dice, each with 4 sides. So for a level 5 character we're rolling (15*3) = 45 dice, each with 4 sides. Then we add up the total of all the dice and multiply that result by 10 (except if the character is a Monk), and then that equals the number of coppers the character has, right? I'm a little confused because in with the "4d4" in the above paragraph, I can't seem to find the first 4 after the bit where it has "55 * (4d4*10)", so I was wondering where it went.
Finally, with this character generator we’re assuming the ability to create characters after level 1. Although this is not a standard rule, assume the money that is earned each level is equal to the level number multiplied by the size die used at level 1. So for example, if a level 1 Bard gets 4d4 x 10 starting gold, then he would get 8d4 x 10 at level 2 (2 * (4d4 * 10)). At level 3 he would get an additional 12d4*10 (3* (4d4 *10)). This pattern continues all the way up to level 20. Another way to look at it, a level 10 Bard would get (1+2+3+4+5+6+7+8+9+10) * (4d4 * 10). However, although I’m describing this as a level number multiplied by the die multiplied by 10, do not just roll the dice once and multiply it, instead, create that many random numbers. For example…the level 10 Bard has 55 * (4d4*10). This does not mean to roll a d4 and then multiply it by 55 and then multiply it by 10. This means to roll a d4 die, 55 times – add up the total value, and THEN multiply that by 10. It’s an important distinction as the first method has less randomness. A single d4 roll could be a 1, 2, 3, or 4. Then multiplied by 550 would give the maximum possible value. However, rolling a d4 55 times and then multiplied by 10 will give you something much closer to the average.