Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Starting Equipment
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 7153452" data-attributes="member: 1465"><p>Not a problem as such, but I don't find either option fully satisfactory.</p><p></p><p>First of all it should be noted that (a) weaponry and (b) accessories are very different things! Weaponry choices are obviously tied to your PC's combat capabilities, and is more important than anything else in equipment, as it determines your fighting style and effectiveness. Accessories are mostly for the exploration pillar of the game; they are the kind of things that are easy to overlook, and later regret when you wish you had a longer rope, more torches, or other tools...</p><p></p><p>Rolling wealth and then pick equipment manually is IMHO one of the most boring things in the whole game... not because of the weaponry but because of the accessories. If you use this as a default, IMXP the players spend too much time reading the whole equipment table and descriptions, and find too many little inexpensive tools that "could be useful, eventually". It really slows down the first session, and since I always have more first sessions than second sessions, I really appreciate the various "packs" in 5e as well as the background's packages.</p><p></p><p>OTOH fixed weapons and armors aren't good, even if you get multiple options. They are still more complicated than needed with no sensible balancing factor, and still forbid some combinations that might be essential for a character. And it's all pointless because after the first treasure, they can fix these deficiencies.</p><p></p><p>I'd rather base the starting weaponry on a PC's <em>proficiencies</em>. For example:</p><p></p><p>- You get <em>three </em>weapons you're proficient at</p><p>- You get <em>one </em>shield IF you're proficient in shields</p><p>- You get <em>one </em>armor you're proficient in, or none if you're not</p><p>- You get each tool you are proficient in, if any</p><p></p><p>Three weapons is enough to cover melee+range and 2WF.</p><p></p><p>Optionally, you can still set individual cost limits (e.g. armor max 100gp) or total limits (e.g. total max 200gp), if you're worried.</p><p></p><p>- In addition, you still get the other class-based equipment (e.g. spellcasting tools, packs) normally, as well as the background equipment.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7153452, member: 1465"] Not a problem as such, but I don't find either option fully satisfactory. First of all it should be noted that (a) weaponry and (b) accessories are very different things! Weaponry choices are obviously tied to your PC's combat capabilities, and is more important than anything else in equipment, as it determines your fighting style and effectiveness. Accessories are mostly for the exploration pillar of the game; they are the kind of things that are easy to overlook, and later regret when you wish you had a longer rope, more torches, or other tools... Rolling wealth and then pick equipment manually is IMHO one of the most boring things in the whole game... not because of the weaponry but because of the accessories. If you use this as a default, IMXP the players spend too much time reading the whole equipment table and descriptions, and find too many little inexpensive tools that "could be useful, eventually". It really slows down the first session, and since I always have more first sessions than second sessions, I really appreciate the various "packs" in 5e as well as the background's packages. OTOH fixed weapons and armors aren't good, even if you get multiple options. They are still more complicated than needed with no sensible balancing factor, and still forbid some combinations that might be essential for a character. And it's all pointless because after the first treasure, they can fix these deficiencies. I'd rather base the starting weaponry on a PC's [I]proficiencies[/I]. For example: - You get [I]three [/I]weapons you're proficient at - You get [I]one [/I]shield IF you're proficient in shields - You get [I]one [/I]armor you're proficient in, or none if you're not - You get each tool you are proficient in, if any Three weapons is enough to cover melee+range and 2WF. Optionally, you can still set individual cost limits (e.g. armor max 100gp) or total limits (e.g. total max 200gp), if you're worried. - In addition, you still get the other class-based equipment (e.g. spellcasting tools, packs) normally, as well as the background equipment. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Starting Equipment
Top