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Proposal: Treasure Pool
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<blockquote data-quote="Satin Knights" data-source="post: 5834205" data-attributes="member: 6666968"><p>I would <strong>much rather</strong> create a wiki page of adventuring pack bundles for different wealth levels and then have the GM just select three A's and a C. </p><p></p><p>Your rope, grappling hook, tent and rations are the heaviest items that everyone "forgets" to carry, but then always wants to have when they are needed. Everyone is always careful to buy until they are within two pounds of their light load max, leaving no wiggle room for actually carrying loot home without being encumbered. </p><p></p><p>And I see a lot of character creations of weapon, armor, backpack, class item. No dagger to cut up dinner with, no rope, rations, drinking mug, etc. I nag most of the characters into buying a bit more during the approval process, but many are still lacking a bit.</p><p></p><p>Then we have Bloodcove as an example. 3 adventurers go out without any healing backup, get hurt, and the GM plops 9 healing potions on them because they were unprepared. There are times where you should fall back and rest. I don't think anyone has noticed that the ranger got his night of sleep and didn't prepare any spells yet. A half day out from a fortified camp, they should backtrack to heal.</p><p></p><p>In the Crypt, for want of an Alchemist's Fire, Kalgor sacrifice a cloak, small tent, winter blanket, two fluffy pillows, 50' of rope, two pints of oil, and a couple tindertwigs. And that only got half of the bat swarm. We still had to wave torches at them until we singed enough wings to drive them away.</p><p></p><p>Creative solutions with what you have is more interesting then always having all the default tools.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 5834205, member: 6666968"] I would [B]much rather[/B] create a wiki page of adventuring pack bundles for different wealth levels and then have the GM just select three A's and a C. Your rope, grappling hook, tent and rations are the heaviest items that everyone "forgets" to carry, but then always wants to have when they are needed. Everyone is always careful to buy until they are within two pounds of their light load max, leaving no wiggle room for actually carrying loot home without being encumbered. And I see a lot of character creations of weapon, armor, backpack, class item. No dagger to cut up dinner with, no rope, rations, drinking mug, etc. I nag most of the characters into buying a bit more during the approval process, but many are still lacking a bit. Then we have Bloodcove as an example. 3 adventurers go out without any healing backup, get hurt, and the GM plops 9 healing potions on them because they were unprepared. There are times where you should fall back and rest. I don't think anyone has noticed that the ranger got his night of sleep and didn't prepare any spells yet. A half day out from a fortified camp, they should backtrack to heal. In the Crypt, for want of an Alchemist's Fire, Kalgor sacrifice a cloak, small tent, winter blanket, two fluffy pillows, 50' of rope, two pints of oil, and a couple tindertwigs. And that only got half of the bat swarm. We still had to wave torches at them until we singed enough wings to drive them away. Creative solutions with what you have is more interesting then always having all the default tools. [/QUOTE]
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