howandwhy99
Adventurer
Odd thing. The adventurers' kit is listed at 10 40. It's actually 9.5 26. Of course, I could be off on my math, but they could stuff a few more things in there I guess.
Ball Bearings are cool and not really double duty sling shot, like I first suspected. I didn't know it 'till now, but they are actually a very old construction. I thought of them as an anachronism and a gateway predecessor to a lot of modern engineering. But it's precision designed BBs, which are more difficult to come by (and more useful). Knowing they were around during the time of the Pharaohs gives me goosebumps about what I can do with them for trap design. [FYI: They might want to include marbles too (glass drops), just in case. It's both cheap, poor sling shot ammo and also easily slipped upon]
Really, any of the other options I see as options, something campaign setting specific.
1. Give a bunch of ideas.
2. Give reasons why they would or wouldn't be appropriate in some games.
3. Explain pricing in case equipment becomes more important again in some games.
There are some standard items missing. Chalk, for instance. But more importantly I'm hoping they will view all equipment as "learn by trial and error" elements of the game, like magic items are. Then some entrepreneurial PDF publisher or 3rd party (or Wizards?) who puts out a book on crafting, equipment, tools and materials can take the ratings on all of them (and any equipment forthcoming) and whatever cost/benefit schema used and improve the whole as game resources rather than exclusively fashion accessories.
Ball Bearings are cool and not really double duty sling shot, like I first suspected. I didn't know it 'till now, but they are actually a very old construction. I thought of them as an anachronism and a gateway predecessor to a lot of modern engineering. But it's precision designed BBs, which are more difficult to come by (and more useful). Knowing they were around during the time of the Pharaohs gives me goosebumps about what I can do with them for trap design. [FYI: They might want to include marbles too (glass drops), just in case. It's both cheap, poor sling shot ammo and also easily slipped upon]
Really, any of the other options I see as options, something campaign setting specific.
1. Give a bunch of ideas.
2. Give reasons why they would or wouldn't be appropriate in some games.
3. Explain pricing in case equipment becomes more important again in some games.
There are some standard items missing. Chalk, for instance. But more importantly I'm hoping they will view all equipment as "learn by trial and error" elements of the game, like magic items are. Then some entrepreneurial PDF publisher or 3rd party (or Wizards?) who puts out a book on crafting, equipment, tools and materials can take the ratings on all of them (and any equipment forthcoming) and whatever cost/benefit schema used and improve the whole as game resources rather than exclusively fashion accessories.