Now, I’m not sure exactly how far I will go with this one. I
just covered Pathfinder Feats. The next chapter in the core rulebook is arms
and equipment. I’m not expecting many changes, but I am still going to look it
over. I may end up covering more than one chapter here just to even it out a
bit.
Gear makes the character, right? Well, not really. I was
talking to +Mark Knights last night about some of the crazy weapons and armor
rules people I have played with and myself had worked out. We often had unique
weapons and armor, different from what you might find in a book. So, the
equipment chapter usually gives me starting ideas and a shopping list of sorts
to use for my characters in someone else’s games.
I never necessarily understood the starting wealth for
characters in D&D. They seem to have stayed with the same here where, based
on class, the amount they start with varies. I don’t know if this is some sort
of weird balancing act, or it is based on the creator’s perceptions of what
these classes are like. I personally usually give everyone the same amount and
more than what is listed in the book or some key items they would need for
their character and the same base amount for everyone. Am I the only one who
does this? I doubt it.
The standard coin breakdown is done here as well between
copper, silver, gold, and platinum. I have seen many variations of this
including more types of coins (i.e., tin, steel, bronze, etc.). They then give a brief explanation of barter
and selling treasure. From there, we’re off.
We have the breakdown of standard weapons: melee vs. ranged
as well as light, one-handed, and two-handed melee weapons. This again seems to
be repeat information for me due to prior experience. I do believe their
explanation of critical damage is a bit better. I know a lot of people
interpreted the older versions of DnD to have the damage literally multiplied
where Pathfinder most certainly has players rolling X amount of times. I always
preferred this way—multiple rolls complete with bonuses over straight
multiplication.
I could be wrong, but I also believe brace is newly written
into the rules. I know I’ve used it before, but it was always houseruled. It
was also rare. I still think Masterwork weapons and armor are too expensive.
This is an example of one of the types of items I might initially provide to
one of my players. Then again, I have a tendency of preferring over the top action
and challenging scenarios. I am not quite sure spiked armor should be under
weapons with armor spikes being the first listing under armor, seems kind of
redundant. We again have these armor check penalties and speed reductions for
medium and heavy armor, even with all the research showing how flexible and
mobile people could be even in full plate.
I do love the special materials rules being added right in
here. This is something I really enjoy with fantasy games—the different
materials granting different abilities. I’ve done it a lot over the years and
look forward to doing it in Pathfinder as well. The cost does seem a bit high
to me, though.
Then, on to adventuring gear and I am reminded many people
still seem confused into believing a shuriken is a weapon. In reality it is a
tool used to distract much like the caltrop. But, these are little idiosyncrasies
I can live with. I also wouldn’t mind seeing a better description for the
various kits and outfits.
Who here keeps an account-like ledger for their character’s
gear—both weight and cost? I usually do and it gets ugly pretty fast. I’d like
to find a way to make this a bit easier. Not that the math or the list is hard,
but so that characters could actually have the things they need without needing
to run back to town every few minutes. How long do you have to play to afford
everything you want for your character? How much is handed to you by your GM,
even if it’s a quest reward?
I guess there was enough material for this blog post after
all. Until next time, guys and gals!
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