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Guide: Customizing Starting Gear in AL
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<blockquote data-quote="kalani" data-source="post: 6730154" data-attributes="member: 88085"><p>I disagree. While their "starting gear" may be very similar (before unwanted items are sold off), once those unwanted items have been converted into GP you will see a much larger variation in starting gear than we currently have. Keep in mind, DMs cannot prohibit players from selling/purchasing gear before the start of an adventure.</p><p></p><p>Fighters and Paladins in particular will have considerable variation, as they could easily end up with 100GP+ to spend after selling off a handful of unwanted items (2x Hand Crossbow nets 75gp, a greatsword nets another 25gp; and that is before you even look at the cheaper items). </p><p></p><p>I have personally had characters wearing chainmail armor and still having ~150gp to spend (more than they would have gotten even using max GP). </p><p></p><p><strong>For Example:</strong> Fighter (Guild Artisan)</p><ul> <li data-xf-list-type="ul"><strong>Sell:</strong> 2 hand crossbows (75), light crossbow & bolts (13), alchemists supplies (25) - +113gp</li> <li data-xf-list-type="ul"><strong>Keep:</strong> Chainmail (75), dungeoneer's pack, letter of introduction from your guild, traveler's clothes, belt pouch (15gp)</li> <li data-xf-list-type="ul"><strong>Total Value:</strong> 221gp (128gp +75g chainmail +16g dungeoneer's pack, +2g traveler's clothes)</li> </ul><p></p><p>This compared with max gold of 200gp.</p><p><strong> </strong></p><p><strong>To date - the only time this is a non-issue:</strong> Is when playing <em>Out of the Abyss</em>, as players begin in their skivvies, and may not recover any of their starting gear before escaping (assuming the DM placed it somewhere nearby).</p></blockquote><p></p>
[QUOTE="kalani, post: 6730154, member: 88085"] I disagree. While their "starting gear" may be very similar (before unwanted items are sold off), once those unwanted items have been converted into GP you will see a much larger variation in starting gear than we currently have. Keep in mind, DMs cannot prohibit players from selling/purchasing gear before the start of an adventure. Fighters and Paladins in particular will have considerable variation, as they could easily end up with 100GP+ to spend after selling off a handful of unwanted items (2x Hand Crossbow nets 75gp, a greatsword nets another 25gp; and that is before you even look at the cheaper items). I have personally had characters wearing chainmail armor and still having ~150gp to spend (more than they would have gotten even using max GP). [B]For Example:[/B] Fighter (Guild Artisan) [LIST] [*][B]Sell:[/B] 2 hand crossbows (75), light crossbow & bolts (13), alchemists supplies (25) - +113gp [*][B]Keep:[/B] Chainmail (75), dungeoneer's pack, letter of introduction from your guild, traveler's clothes, belt pouch (15gp) [*][B]Total Value:[/B] 221gp (128gp +75g chainmail +16g dungeoneer's pack, +2g traveler's clothes) [/LIST] This compared with max gold of 200gp. [B] To date - the only time this is a non-issue:[/B] Is when playing [I]Out of the Abyss[/I], as players begin in their skivvies, and may not recover any of their starting gear before escaping (assuming the DM placed it somewhere nearby). [/QUOTE]
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