Mar 3, 2011

Starting Items for Saturday's D&D Game

Getting ready to run a one-shot game at a convention (for the first time) has me thinking about how to streamline a lot of the character creation process, as well as things that I can do to improve the thematic elements of the game. Instead of rolling for starting money, then doing some virtual shopping with associated book-keeping I'm going to use the following.

All characters start with:

  • 1-Handed Melee Weapon (not a sword)
  • Clothing

Up to 5 items from this list:

  • 2-Handed Weapon (including a Bow or Crossbow)
  • Armour: Leather or Chain Mail
  • Cheese
  • Crowbar
  • Dagger
  • Flask of Oil
  • Garlic
  • Grappling Hook
  • Holy Symbol
  • Holy Water
  • Lantern
  • Mallet + Iron Spikes
  • Mirror
  • Musical Instrument
  • Pouch with 20 Silver Coins
  • Quiver (20 Arrows / Bolts)
  • Rope (50')
  • Shield
  • Spellbook
  • Torches (6)
  • Upgrade Weapon to Sword
  • Wine
  • Wolfsbane
I think I'd use that for any D&D game. For this specific game, I'm going to let the players choose from one of the following as well:

  • Start at 2nd Level
  • A loyal Retainer (HP:5, AC:6, Dmg d6/d8, Morale:8)
  • Two friendly Villagers (HP:3, AC:9, Dmg d4/d6, Morale:6)
  • 1 Random Magic Item (Roll d4):
    1. Potion of Healing
    2. Scroll of Protection from Magic
    3. Ring of Protection +1
    4. Lucky Medallion (re-roll 1 failed save)
For a different game / campaign I'd put different things on the list of starting items, or different things they could choose as an 'upgrade' at the beginning. Eg. Horses, Boats, Minor Nobility, etc.


Added 'Musical Instrument' and moved Armour to under optional items.