Here is a method for randomly determining starting equipment by class. This is intended for B/X type D&D (or similar games) and the tables have been engineered so that they work no matter the class.
Cowards may, of course, choose rather than roll.
dH = hit die (e.g., fighter dH = d8, magic-user dH = d4)
Weapons
Roll 2dH twice for beginning weapons; re-roll duplicates if desired.
- Hand axe (can be thrown)
- Club, cudgel, or truncheon
- Sling (ranged)
- Dagger (can be thrown)
- Quarterstaff
- Crossbow (ranged)
- Short sword
- Long sword
- Short bow (ranged)
- Mace
- Battle axe
- Spear (bulky, can be thrown)
- Long bow (bulky, ranged)
- Halberd or other pole arm (bulky)
- Two-handed sword (bulky)
Armor
Roll dH for beginning armor.
- No armor
- Shield
- Leather
- Leather & shield
- Chain
- Chain & shield
- Plate
- Plate & shield
Equipment
Roll d20 four times; re-roll duplicates if desired.
- Holy water
- Wolvesbane
- Belladonna
- Garlic
- Small mirror
- Mallet & stakes (6)
- Small hammer & Iron spikes (12)
- Grappling hook & rope (50 feet)
- Tinder box & Torches (6)
- Lantern & flasks of oil (3)
- Ten foot pole
- Rations
- Tent & bedroll
- Fishing gear
- Lockpicks
- Book, pen, ink
- Riding horse, tack, saddlebags
- Mule, tack, saddlebags
- Canoe & paddle
- Ancient super science battery
Each PC begins play with:
- Two sets of travelling clothes
- Backback
- Belt pouch
- Water skin
- 3 empty sacks (for loot, of course)
- 2d10 gp
Using 2dH to select weapons creates a probability curve.
The most common weapons by dH:
- d4: dagger, followed by slings and quarterstaffs
- d6: crossbow, followed by quarterstaff and short sword
- d8: long sword, followed by short sword and short bow
It is only possible for classes with dH = d8 to begin with the heaviest military weapons, or to begin with any bulky weapons.
Armor possibilities by dH:
- d4: no armor through leather & shield
- d6: no armor through chain & shield
- d8: no armor through plate & shield
Also note that in many systems, 10 minus (armor dH roll) = AC. Though not important, this is a pleasant symmetry.
Any character may try to pick locks using a set of lock picks. Non-thieves have a flat 1 in 6 chance, adjusted by dexterity. That is, a character with extraordinary dexterity (13 or higher) has a 2 in 6 chance.
I’m totally steel pieces of this. Nice work!
Good stuff. I love a bit of random. I’m toying with ‘class packs’ for something I’m working on, but might add some random .
Thanks! I am, piece by piece, trying to streamline character generation as much as possible. This will ultimately lead to a collected set of house rules. The end goal is to emphasize that interesting choices happen mostly during game play rather than before game play.
Sounds good to me. Half the time I’d be happy with a pregen. I can’t understand players who aren’t happy unless they can point buy in every single game.