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Ignoring basic equipment? Maybe you shouldn't be!
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<blockquote data-quote="I'm A Banana" data-source="post: 6546206" data-attributes="member: 2067"><p>So this post is as much to remind myself as to point it out to others who might miss this...</p><p></p><p>...one of the big changes between 5e and 3e/4e is that mundane equipment is <em>super dang useful</em>, especially at lower levels! If you're not blowing some of your GP on this stuff, you're limiting your options or relying on class abilities and party members when you don't have to!</p><p></p><p>Don't let the low DC's and the "improvised weapon" stuff fool you - with bounded accuracy, and not much else to spend gold on, you can spam these things so often that all but the toughest enemies succumb often enough to make them worthwhile. They're not the solution to every problem, but every time we're in a village, I forget how frickin' useful this stuff is, and always regret it when I'm in a fight! </p><p></p><p><u>Improvised Grenades</u></p><p><strong>Acid</strong> deals significant damage. <strong>Alchemist's Fire</strong> deals damage over time AND consumes an action to put out. <strong>Holy Water</strong> destroys undead. <strong>Oil</strong> makes your alchemist's fire -- or your party blaster -- more dangerous. </p><p></p><p>These are improvised weapons, often thrown, but thanks to Bounded Accuracy, you don't necessarily need your proficiency bonus to be able to hit with them, especially at low levels, and their effects are nice enough that it's often worth the gamble. Stop hitting skeletons with swords and trying to power through the resistance! Toss some holy water!</p><p></p><p><u>Sneak Attack Lite</u></p><p>Basic poison lasts for a full minute, dealing additional damage to an enemy who fails a Con check. Are you doing anything better with that 100 GP? </p><p></p><p><u>Area Ownership</u></p><p><strong>Ball Bearings</strong> and their more dangerous big brother <strong>Caltrops</strong> will make any choke point more sticky. A <strong>Hunting Trap</strong> can be used with some preparation for a much more effective delay, and to eat up enemy actions. <strong>Oil</strong> shows a lot of versatility here - this is burning hands lite! </p><p></p><p><u>Restraints</u></p><p><strong>Manacles</strong> are pretty seriously effective, even into high levels, on a correctly-sized target. A <strong>net</strong> is something any fighter can use in a similar capacity. A <strong>chain</strong> and a <strong>lock</strong> or good ol' fashioned <strong>rope</strong> might need a little more GM adjudication, but isn't so restricted by size! </p><p></p><p><u>Healer In A Pouch</u></p><p>Personally, I think 5e could do better here, but there's some good options. <strong>Antitoxin</strong> should be required for any party hanging out in caves or around necromancers or fighting druids. <strong>Healer's Kits</strong> will save a party member's bacon when they drop, and get REALLY GOOD with the Healer feat. <strong>Potions of Healing</strong> give you all the in-combat healing you're likely to need, if you can afford 'em.</p><p></p><p>What are your ideas, Internet?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6546206, member: 2067"] So this post is as much to remind myself as to point it out to others who might miss this... ...one of the big changes between 5e and 3e/4e is that mundane equipment is [I]super dang useful[/I], especially at lower levels! If you're not blowing some of your GP on this stuff, you're limiting your options or relying on class abilities and party members when you don't have to! Don't let the low DC's and the "improvised weapon" stuff fool you - with bounded accuracy, and not much else to spend gold on, you can spam these things so often that all but the toughest enemies succumb often enough to make them worthwhile. They're not the solution to every problem, but every time we're in a village, I forget how frickin' useful this stuff is, and always regret it when I'm in a fight! [U]Improvised Grenades[/U] [B]Acid[/B] deals significant damage. [B]Alchemist's Fire[/B] deals damage over time AND consumes an action to put out. [B]Holy Water[/B] destroys undead. [B]Oil[/B] makes your alchemist's fire -- or your party blaster -- more dangerous. These are improvised weapons, often thrown, but thanks to Bounded Accuracy, you don't necessarily need your proficiency bonus to be able to hit with them, especially at low levels, and their effects are nice enough that it's often worth the gamble. Stop hitting skeletons with swords and trying to power through the resistance! Toss some holy water! [U]Sneak Attack Lite[/U] Basic poison lasts for a full minute, dealing additional damage to an enemy who fails a Con check. Are you doing anything better with that 100 GP? [U]Area Ownership[/U] [B]Ball Bearings[/B] and their more dangerous big brother [B]Caltrops[/B] will make any choke point more sticky. A [B]Hunting Trap[/B] can be used with some preparation for a much more effective delay, and to eat up enemy actions. [B]Oil[/B] shows a lot of versatility here - this is burning hands lite! [U]Restraints[/U] [B]Manacles[/B] are pretty seriously effective, even into high levels, on a correctly-sized target. A [B]net[/B] is something any fighter can use in a similar capacity. A [B]chain[/B] and a [B]lock[/B] or good ol' fashioned [B]rope[/B] might need a little more GM adjudication, but isn't so restricted by size! [U]Healer In A Pouch[/U] Personally, I think 5e could do better here, but there's some good options. [B]Antitoxin[/B] should be required for any party hanging out in caves or around necromancers or fighting druids. [B]Healer's Kits[/B] will save a party member's bacon when they drop, and get REALLY GOOD with the Healer feat. [B]Potions of Healing[/B] give you all the in-combat healing you're likely to need, if you can afford 'em. What are your ideas, Internet? [/QUOTE]
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