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So, I decided to take a stab at changing the equipment on the pregens to get better options.
I discovered the charachter that had spent the most for himself was the Human Cleric of Pelor, and rounded this number up to 156gp as the base amount that each charachter can spend. I see this is likely not the way they did the numbers - they likely did it as a party amount and spread the equipment as they felt it was needed. I additionally made sure that the equipment did not go over the encumbered level for each charchter. For the Dwarf Fighter and the Dwarven Cleric of Moradin, this was not difficult at all. For the Human Cleric of Pelor, I didn't change much and there's still some available weight to be carried. For the Halfling Rogue I am .5 lbs away from the limit. The Size and Strength rules on page 4 really screw the Halfling Rogue because he doesn't have the carrying capacity to take very little of the items that help him gain advantage and keeps him stuck on leather armor. I understand this is the way it was done in the past, but I think halfing the encumberance limit is too strong. I think subtracting 2 from the score before multiplying by 10 would be a more workable number (would raise the Hafling Rogue from 60 to 100lbs, which would be very helpful). Since there seems to be missing something from the adventerur's kit, I only tallied those things the charachters are shown to be carrying. I made no changes to the High Elf Wizard's equipment. It didn't seem necessary. I think since the High Elf Wizard specifically has weapon proficiency in daggers and quarterstaffs that it can use Dex through these weapons. For the Cleric of Pelor I think it doesn't matter what weapon you take, you should just keep using Searing Light even if you are attacking at disadvantage for being adjacent to an enemy. Dwarf Cleric of Moradin Spoiler: Show Adventurer's Gear Holy symbol of Moradin backpack mess kit 50 ft hempen rope tinderbox 10 torches 7 days rations waterskin signet ring sealing wax traveler's clothes Armor and Weapons Chainmail (dex mod negative, so light armor is no good) Heavy Shield stays Warhammer stays Add 5 Hammers - This gives you a ranged weapon option, and being a mountain dwarf, I think the damage die increases by one size Remaining coinage is 95cp, 60sp Max Weight - 150lbs Weight Carried - 73lbs Human Cleric of Pelor Spoiler: Show Adventurer's Gear backpack mess kit 50 ft hempen rope tinderbox 10 torches 7 days rations waterskin healer's kit - Herbalism holy symbol of Pelor 1 flask of holy water ink ink pen 10 sheets of paper 2sp/sheet vestments 1 dose of antitoxin 1 healing potion Armor and Weapons Studded Leather gives you 1 point of AC over Scale. Don't even bother with a weapon, your sheet says you can wield basic or simple missile weapons. Finesse is neither option. If you can actually take finesse weapons, take either Quarterstaff or Short Sword. Remaining Coinage is 5cp, 59sp, 17gp if taking no weapon 5cp, 55sp, 17gp if taking quarterstaff 5cp, 59sp, 7gp if taking short sword Maximum Weight - 90lbs Weight carried - 68-73lbs Dwarf Fighter Spoiler: Show Adventurer's Gear backpack mess kit 50 ft hempen rope tinderbox 10 torches 7 days rations waterskin lucky charm souvenir of previous campaign bone dice Grappling Hook Armor and Weapons Chainmail gives 15 AC and lots of penalites, change to Chain Shirt for 15 AC and no penalites Greataxe Ranged weapons - two options 1.Crossbow, Heavy 20 Bolts 2.20 Handaxes Remaining Coinage is 95cp, 59sp, 21gp if Taking Heavy Crossobw 95cp, 59sp, 13gp it taking 20 handaxes 95cp, 59sp, 23gp if taking 10 handaxes Maximum Weight - 320lbs (Endurance feature doubles it) Weight Carried 99lbs - crossbow 134lbs - 10 Handaxes 184 lbs - 20 Handaxes Halfing Rogue Spoiler: Show Adventurer's Gear Commoner's clothing with hidden pockets backpack mess kit 50 ft hempen rope tinderbox 10 torches 7 days rations waterskin thieve's tools lantern, hooded - for sneaking, especially after level 2 (hood the lantern) 3 Pouches of 100 Ball Bearings - for gaining advantage Armor and Weapons Leather Armor Sling 20 bullets Dagger Coinage remaining is 95cp, 56sp, 27gp Maximum Weight - 60lbs Weight 59.5 lbs If you have noticed any errors in my math, please let me know where I made them. If you think any of my suggestions are inferior to another choice, please let me know what you think is the better choice and why.
Just a comment on the rogue encumbrance limit, it says that you halve the limit if they are below small
The text on p.4 says "For each size category below Small, halve these weights." with the weight being referred to are the carrying, maximum, lift, drag, and push weights
Playtest Pelor's Cleric inv:
Quaterstaff 5 sp 1d8 blun 4 lb scale armor 50 gp 30 lb adv.kit 10 gp 40 lb healer's kit free 1 lb holy symbol 1 gp flask of holy water 25 gp 1 lb ink 8 gp ink pen 1 sp 10 sheets of paper 4gp vestments ? antitoxin free healing potion free 1 lb Total: 98.6 gp I dont see 156 gp.
On the topic of encumbrance, specifically for small Races such as Halflings and Gnomes: While your suggestion would make their life easier in-so-much-as carrying weight is concerned, I believe it would invalidate part of what playing a small character entails. Their physical limitations are as important as what benefits their size conveys.
Yep, I missed that,
My apologies to Zarza. That means the Dwarven Cleric has the highest gold count, IIRC. 155gp, 40sp, 5cp, let me know if I messed the math up there.
I may be missing the point, but where the heck is the dwarf fighter carrying 20 handaxes?
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