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1st level starting-out equipment/gear/items - what's on your list?
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<blockquote data-quote="ZenFox42" data-source="post: 6197870" data-attributes="member: 6746758"><p>This is all from other forums </p><p></p><p>Pitons/Iron spikes : markers, muck up mechanisms, wedge a door shut, climb a wall with no hand-holds, secure a rope, pivot points for pulley systems and tripwires, nail something down, and when in a REAL pinch - punch with it for 1d2 damage. Yes, I've had death by iron spike.</p><p>"Pitons and chains to lift up our gear between trees when we build camps. Easy way to secure your food stock and important items."</p><p></p><p>Crowbar : digging tool, a club, a grappling hook, lockpick (ok, lock-breaker), improvised club (or mace if your DM allows it)</p><p>"I had a friend use the crowbar to make a sliding attack on ice. we keep falling down when we tried to walk on the stuff. He jammed the crowbar in the ice and used it as leverage to slide to were he wanted to be."</p><p></p><p>"Marbles. A bag can be used as an impromptu trip attack but they also make great sling stones, they can detect slope on a smooth floor, can be used to distract guards (by rolling or tossing past), can be used in slight of hand to juggle or play hide the Pea to make money. Marbles are awesome."</p><p></p><p>If you have a few extra GP, a masterwork backpack (50 GP) treats your Strength score as +1 higher than normal when calculating your carrying capacity.</p><p></p><p>Oh, and a few more things to add to the list : a handaxe (for making firewood, etc. in case there's no fighter with an axe), several small bells (combine with string for night alarms, or just scatter on the floor, etc.), and a donkey is "one of he best things to buy (8gp) and can carry hundreds of pounds of gear. It will go into dungeons and if you train it can come when you whistle and will fight off things who try to steal/harm your gear."</p><p></p><p>And slings. Slings are cool. I use slings now : "Include a sling, it's zero GP and zero encumbrance. It has better range than any thrown weapon or offensive cantrip, can use ammunition scavenged off the ground, and everybody except a wizard or commoner is proficient with it. The first means there are no downsides to carrying it, for anyone. The second means it's potentially useful weapon for anyone who doesn't carry a better ranged weapon, or who might run out of ammo for their better ranged weapon, or who might have their better ranged weapon damaged or stolen. Which is to say, potentially any adventurer."</p><p></p><p>The usefulness of some of this stuff depends on player creativity. I just have to quote something I found while searching around :</p><p><em>Something that actually happened in a campaign:</em></p><p><em></em></p><p><em>GM: the stone slab slides into place, sealing the hole in the floor. You're going to have to go to the entrance on the other side of the mountain. </em></p><p><em>Me: How heavy is this slab? </em></p><p><em>GM: You estimate five tons. </em></p><p><em>Me: Can I get a rope around it? </em></p><p><em>GM: Yes. </em></p><p><em>Me: [pointing to map] is this pillar stable? </em></p><p><em>GM: Yes. </em></p><p><em>Me: And the floor is smooth? </em></p><p><em>GM: [beginning to look nervous] That's how I described it. </em></p><p><em>Me: Okay. I'm going to anchor the block-and-tackle at the pillar, loop rope around the slab, lubricate the floor with oil and grease, then have the barbarian and the cleric pull on the rope while I lever the slab with my crowbar. Once it's out of the way, we'll wedge a couple of metal spikes under it to keep it from sliding back. Will that work? </em></p><p><em>GM: [blinks] It'll take ten minutes. </em></p><p><em>Me: That's shorter than going to the other side of the mountain. </em></p><p><em>GM: I should have never let you raid that store.</em></p></blockquote><p></p>
[QUOTE="ZenFox42, post: 6197870, member: 6746758"] This is all from other forums Pitons/Iron spikes : markers, muck up mechanisms, wedge a door shut, climb a wall with no hand-holds, secure a rope, pivot points for pulley systems and tripwires, nail something down, and when in a REAL pinch - punch with it for 1d2 damage. Yes, I've had death by iron spike. "Pitons and chains to lift up our gear between trees when we build camps. Easy way to secure your food stock and important items." Crowbar : digging tool, a club, a grappling hook, lockpick (ok, lock-breaker), improvised club (or mace if your DM allows it) "I had a friend use the crowbar to make a sliding attack on ice. we keep falling down when we tried to walk on the stuff. He jammed the crowbar in the ice and used it as leverage to slide to were he wanted to be." "Marbles. A bag can be used as an impromptu trip attack but they also make great sling stones, they can detect slope on a smooth floor, can be used to distract guards (by rolling or tossing past), can be used in slight of hand to juggle or play hide the Pea to make money. Marbles are awesome." If you have a few extra GP, a masterwork backpack (50 GP) treats your Strength score as +1 higher than normal when calculating your carrying capacity. Oh, and a few more things to add to the list : a handaxe (for making firewood, etc. in case there's no fighter with an axe), several small bells (combine with string for night alarms, or just scatter on the floor, etc.), and a donkey is "one of he best things to buy (8gp) and can carry hundreds of pounds of gear. It will go into dungeons and if you train it can come when you whistle and will fight off things who try to steal/harm your gear." And slings. Slings are cool. I use slings now : "Include a sling, it's zero GP and zero encumbrance. It has better range than any thrown weapon or offensive cantrip, can use ammunition scavenged off the ground, and everybody except a wizard or commoner is proficient with it. The first means there are no downsides to carrying it, for anyone. The second means it's potentially useful weapon for anyone who doesn't carry a better ranged weapon, or who might run out of ammo for their better ranged weapon, or who might have their better ranged weapon damaged or stolen. Which is to say, potentially any adventurer." The usefulness of some of this stuff depends on player creativity. I just have to quote something I found while searching around : [I]Something that actually happened in a campaign: [/I] [I]GM: the stone slab slides into place, sealing the hole in the floor. You're going to have to go to the entrance on the other side of the mountain. Me: How heavy is this slab? GM: You estimate five tons. Me: Can I get a rope around it? GM: Yes. Me: [pointing to map] is this pillar stable? GM: Yes. Me: And the floor is smooth? GM: [beginning to look nervous] That's how I described it. Me: Okay. I'm going to anchor the block-and-tackle at the pillar, loop rope around the slab, lubricate the floor with oil and grease, then have the barbarian and the cleric pull on the rope while I lever the slab with my crowbar. Once it's out of the way, we'll wedge a couple of metal spikes under it to keep it from sliding back. Will that work? GM: [blinks] It'll take ten minutes. Me: That's shorter than going to the other side of the mountain. GM: I should have never let you raid that store.[/I] [/QUOTE]
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1st level starting-out equipment/gear/items - what's on your list?
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