I realized yesterday that it might be more useful if I left off all the One Page prices, weights, and rules assumptions from these cards, so that you can put on them whatever's appropriate in your rules system and campaign.
The weapon kits, of course, can't be system neutral entirely. For example, the "civilian" kit for wizards has a crossbow, the "rogue" kit for thieves has a bow and arrows, choices not supported by AD&D. I also included the mace in the "cleric" kit but some DMs may allow religion-specific weapons. You may want to substitute appropriate weapons (darts, sling) or just say that the weapon is for hirelings or other party members to use.
Hope these are useful!
Showing posts with label equipment cards. Show all posts
Showing posts with label equipment cards. Show all posts
Sunday, 13 November 2011
Saturday, 12 November 2011
Starting Equipment Kit Cards
In my last few runs of the One Page system, I could feel time dragging as players (some completely inexperienced, some very savvy) waded through the equipment list to select stuff. I want to get it down to 15 minutes or so. Sure, I could use pre-gens, but part of the reason to have super-simple character options is to give the experience of rolling up a character.
This is just the six standard packages of adventuring gear I let characters start with for free, in card format. I see this as making set-up much quicker. The cards make it obvious that the job is to distribute all the standard adventuring gear and backups among the party.
Weapons, etc. coming up next.
This is just the six standard packages of adventuring gear I let characters start with for free, in card format. I see this as making set-up much quicker. The cards make it obvious that the job is to distribute all the standard adventuring gear and backups among the party.
Weapons, etc. coming up next.
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