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Old 02-23-2020, 12:39 PM   #7
bocephus
 
Join Date: Apr 2019
Default Re: Advice on equipment for a new GM

First off, your table, your players expectations, your fun. How you use the rules is up to you.

I don't particularly agree with some peoples definition of a "Dungeon Game" they get so focused on the dungeon they seem to forget the Fantasy. It seems right pointless and un-fun to just ignore everything except a hole in the ground that has stuff ... maybe. Also doesn't have to be only way you do a "dungeon", but if that's someones fun, more power to them its just not the only idea out there.

If you want to provide a price list for horses/carts/wagons then do it. Don't worry what everyone else says. Make something up that seems expensive if you want to discourage it, cheap if you want to encourage it (then have something eat em if it becomes a problem) and ball park it if your largely undecided but adding it for your PCs cause they expect it. Nothing better than being stranded with pieces of an Ox, some empty horse tack and a wagon full of loot you cant pull to town.

There is a few options in Basic and Low tech. If you want to import them do it. Especially if you and your players feel like its part of the world. That's the more important factor.

If its just general merchant stuff you can google stuff for basic marketplace prices. That should give you most of what you need for normal market place shopping without getting deep in the weeds.



Armor. pretty much moves from low ST to higher ST.

Cloth - casters and sometimes rogues and sometimes poor people.
Leather - occasionally casters, generally rogues, druids & bards often rangers starting clerics.
Chain - occasionally rangers & clerics almost always starting melee types.
Plate - generally the "Tank" archetype, paladins, and sometimes clerics.

Armor is protection and protection is weight, that means some ST if you want to carry anything else and even more if you want to carry stuff and fight. No way around that and a frankly a Fighter archetype with low ST will be very limited in weapons as well.

DFRPG leans more towards functional archetypes. Just like that other game, making a low DX rogue is just going to be awkward, or a low ST fighter a struggle, or a low IQ caster ineffective. Thats why the templates give the options they do.



Is Helmet and BP doable?
If the char can carry it, sure
if the char wants it, definitely
if the char thinks that's all they need, might be misinformed
Will it make the char useless, no
Will it make the char effective, possibly
will it make the char invincible, nope
Will it meet the requirements of the archetype, depends
Is that the characters end goal or just that's what he has money to start with? Either way dont get super wrapped up in the "CORRECT" answer, you'll never ever find one hehheh

Last edited by bocephus; 02-23-2020 at 01:58 PM.
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