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.

UPDATE:

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