D&D 5E Starting Equipment

This makes me want to run a low-magic slow-burn campaign where characters have to rely on equipment because they are under-powered and lacking in XP. Their choices of tools, weapons, armor, and other equipment is paramount.

"Oh, we're needing to find the Insanity Isles? I suggest we sell our spelunking gear and prepare for a sea voyage."
 

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The PHB offers two separate methods of determining how much stuff a brand new level 1 adventurer starts out with:

  • Take the items offered by your class plus the gear and change given by your background
  • Take nothing and instead roll on table "Starting Wealth by Class" on page 143 of chapter 5, then buy stuff and assume you got all that as you left home

Thing is, the first option is easier and faster - it covers everything you really need (i.e. Weapons, foci, armor, rope, rations, tool kits) and it takes less time than picking everything manually. It also results in a higher total gp value.

This strikes me as odd. The second option is inferior by every metric I can think of.

Then I can think of at least one metric you aren't thinking of. ;)

It offers perfect customization. Perhaps you want different weapons then are offered. Or some additional items that were more expensive then the few coins from the first option.

Basically, it's either "have this default setup with limited selections, or have a bit less money and completely customize your own". That's a reasonable choice.
 

The PHB offers two separate methods of determining how much stuff a brand new level 1 adventurer starts out with:

  • Take the items offered by your class plus the gear and change given by your background
  • Take nothing and instead roll on table "Starting Wealth by Class" on page 143 of chapter 5, then buy stuff and assume you got all that as you left home

Thing is, the first option is easier and faster - it covers everything you really need (i.e. Weapons, foci, armor, rope, rations, tool kits) and it takes less time than picking everything manually. It also results in a higher total gp value.

This strikes me as odd. The second option is inferior by every metric I can think of. Nothing wrong with that per se, but shouldn't it have been presented as a kind of "hardcore" option where you explicitly start out poorer? Reading the PHB, you would assume there are two roughly equivalent options.

I tried searching, but I couldn't find this already discussed. (Plenty of discussions about starting gear at higher level, but now I'm discussing the two options for regular level 1 heroes)

My question is:

Do you feel this to be a problem?

If so, what to do about it?


Increase the random gp amounts; make an attempt at making both option roughly equal? (A case could be made for random gp option even giving MORE gold than the prefab options to compensate for the much higher time and effort investment you need to make picking out each item individually)

Or simply make it clear it's a less generous option?

It is a matter of DM style. Actual rules are not a problem. Allowing an extra weapon to a character wont break anything.
I remember once begin an adventure naked, in snow, hunted by a pack of wolves.
Hardcore can be much worse.
 

This makes me want to run a low-magic slow-burn campaign where characters have to rely on equipment because they are under-powered and lacking in XP. Their choices of tools, weapons, armor, and other equipment is paramount.

"Oh, we're needing to find the Insanity Isles? I suggest we sell our spelunking gear and prepare for a sea voyage."
I'm just about to start a campaign like this only using GURPS really really looking forward to it.
 

If both the pre-set options and the money/customise option were exactly the same in value, most everyone would take the second option, even if it takes longer to create a character for some that way.
Since you get slightly more value out of the pre-set options, it edges some people to picking that method versus the money/customise option.
Honestly, I don't think either one is all that much better than the other, some of my characters get what they need via pre-set options and background,
others I buy exactly what I need.
 

- You get three weapons you're proficient at
- You get one shield IF you're proficient in shields
- You get one armor you're proficient in, or none if you're not
- You get each tool you are proficient in, if any
I'd change only one thing. I'd say they can swap one weapon for a shield (if proficient).

It's a minor little tweak, obviously, but it would stop the two-handed weapon users from bothering to take a shield "just because."
 

A fault is still a fault even if it's a minor fault! [emoji4]
OK, but this is a mouse in the corner compared to the Elephant in the Room of your other thread... ;)

That still doesn't explain why there was so little care applied to equalizing the two options...
Again (several folks have mentioned it), getting to buy want you want instead of taking what's offered could count for something, especially if the DM leaves the choice to the player. And, it's not like 5e design emphasizes making all choices 'equal,' nor pointing out when they're not.

The options seem consistent with the bulk of 5e design - they emphasize simplicity (just take the package) and classic feel (roll for starting money like you did in AD&D!).
 

It's a minor little tweak, obviously, but it would stop the two-handed weapon users from bothering to take a shield "just because."

That's true, but as a DM I would tell such player that he is in fact making a mistake. If he's not going to use the shield, carrying it around is a nuisance, and leaving it at home is the same as not having it*. And the commercial value of the shield is practically zero with relation to the treasure they'll soon amass after the first adventure or two.

*this is not true for special stuff like magic items, but we're not talking about those

Of course such way of thinking is pretty much the result of having been fed all our lives with the culture of "free/cheap stuff" and overestimation of property in general, so when they offer you something useless for free the vast majority of the people would take it anyway, without realizing they are possibly actually acquiring only a burden (any property implies a cost of space, time, maintenance, and worry). But then this is way too off-topic :)
 


As to the most common argument:

I would have thunk the laborious option, the one where the player spends time and care picking out exactly her gear, should be rewarded with a higher shopping budget.

Interestingly, you think the reverse. But since everything about this pales in comparison to the loot you get once you actually start your adventures, I'm thinking players need to be incentivized in order to pick out individual pieces of gear.

If you both save time and money on the prefab packages, that just brings you to adventure and loot that much faster!

This is why it feels odd to me to realize WotCs "hidden" secret - that by picking class and background gear you not only get away with less work, you're actually rewarded financially for it!

Sent from my C6603 using EN World mobile app
 

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