D&D 5E Starting Equipment

CapnZapp

Legend
The PHB offers two separate methods of determining how much stuff a brand new level 1 adventurer starts out with:

  • Take the items offered by your class plus the gear and change given by your background
  • Take nothing and instead roll on table "Starting Wealth by Class" on page 143 of chapter 5, then buy stuff and assume you got all that as you left home

Thing is, the first option is easier and faster - it covers everything you really need (i.e. Weapons, foci, armor, rope, rations, tool kits) and it takes less time than picking everything manually. It also results in a higher total gp value.

This strikes me as odd. The second option is inferior by every metric I can think of. Nothing wrong with that per se, but shouldn't it have been presented as a kind of "hardcore" option where you explicitly start out poorer? Reading the PHB, you would assume there are two roughly equivalent options.

I tried searching, but I couldn't find this already discussed. (Plenty of discussions about starting gear at higher level, but now I'm discussing the two options for regular level 1 heroes)

My question is:

Do you feel this to be a problem?

If so, what to do about it?


Increase the random gp amounts; make an attempt at making both option roughly equal? (A case could be made for random gp option even giving MORE gold than the prefab options to compensate for the much higher time and effort investment you need to make picking out each item individually)

Or simply make it clear it's a less generous option?
 

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Many don't like taking the preset items, because it takes away choice of weapons and armor. Also, many DMs (every game I've ever played in) doesn't allow the first choice anyway. In my game, character take the average amount of the roll, because it keeps things simple and balanced.
 


As a player I prefer to kit myself out my way and not just take what's on offer. You can really personalise your PC this way. It's a nice part of character generating for me.

So quick and more expensive doesn't necessarily equal better for me.

As an (admittedly new) DM I don't mind either choice for players.
 

If you are in any way attempting to build a non-standard character, the basic equipment can be a little odd.

Some examples jump out at me immediately:
- Rangers not have access to any martial weapon other than shortswords or longbows. Don't want to be an archer/dual wielding ranger? Tough.
- Barbarians not starting with any armor at all. Yes, they have unarmored defense, but they also have medium armor and shield proficiency.
- Anybody other than a rogue and thieves' tools. A couple of backgrounds give proficiency, but not enough cash to buy them. Hope there aren't any locks before we get some cash, and then I get to try and negotiate the local shopkeep into selling me something highly suspicious/possibly illegal.
- Racial proficiencies (Elf, Dwarf, etc). If you build a character to take advantage of these, you might want to start your dwarf out with armor, or your elf with a bow. But you can't if they're not in your class equipment.

I think the cash works fine as an "advanced" option. Here, it's a choice. Not better, just different, only do this if you know what you're doing.
 
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I think every character in both my games just took the first option. By the 2nd night of gaming you can buy most things you may need or wanted. Except plate armor
 

My question is:

Do you feel this to be a problem?

If so, what to do about it?

Nope, not a problem. In fact, since the game first came out, not a single player has ever mentioned this as an issue.

That said, any time a player suggests that the default gear presented is not quite right for their character, I readily allow them to substitute roughly equal alternatives. For example, starting with a breastplate rather than chain mail, or a different adventuring kit for the one presented. Really, starting equipment just isn't a huge issue in any games with my group.
 

This strikes me as odd. The second option is inferior by every metric I can think of. Nothing wrong with that per se, but shouldn't it have been presented as a kind of "hardcore" option where you explicitly start out poorer?
Poorer, but with your choice of what you spend your money on, which may or may not matter, much (most choices being pretty obvious). So that's a minor reason. Mostly, though, the random option is there because that's how it was back in the day. Like rolling for stats.
 

It really doesn't matter to me as a DM. My players all kitted out with the first option for my current campaign and bought things later if they wanted other things. I'm not sure why the options would be a concern for anyone if both are allowed, much like attribute generation.
 

Not a problem for me. I like the default list of items, but am happy to let people buy there own.

I'm currently playing a cleric who after his first combat dumped the scale mail he started with and took his victim's studded leather. He also dropped his warhammer when he came across someone with a short sword. I'm sure the DM would have allowed the substitution before that, but I thought why not just play it though?
 

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