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 Post subject: Starting equipment in the crawl vs. "In real life"
PostPosted: Tue Dec 23, 2008 11:53 am 
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Joined: Tue Dec 23, 2008 11:48 am
Posts: 2
Greetings!

I picked up the IndyCrawl module recently and am eager to try out XCrawl with a one-shot. However, I'm wondering what sort of equipment I should let my players purchase. Standard 8th level starting gold is, I believe, 27,000gp. Is that the amount of equipment that players should be able to take into the Crawl with them? Or should I only let them have some smaller amount to take with them, and the rest represent their Appearance Fees and other "Real life" wealth?

Also, is there any specific equipment I should ban, besides what is listed in the module?

Thanks,
Tamago


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 Post subject: Re: Starting equipment in the crawl vs. "In real life"
PostPosted: Thu Jan 01, 2009 3:49 pm 
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Wild-Eyed Zealot

Joined: Sun Jul 09, 2006 4:55 pm
Posts: 85
Hey there!

27K GP is probably a fair amount for your characters in the Phoenix Crawl. You might consider the sponsorship packages that are listed in the Appendix (p 79). If you are going to use one of the sponsorship packages consider giving them less starting gold (say 18K) to make up for it.

The standard Xcrawl Banned equipment should be considered - no poison, acid, firearms, etc. I wouldn't ban any extra equipment other than what is listed as the normal Xcrawl equipment bans.

Have fun! Post and tell us how your game goes!

be well,

Brendan


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 Post subject: Re: Starting equipment in the crawl vs. "In real life"
PostPosted: Thu Jan 01, 2009 4:23 pm 
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Joined: Tue Dec 23, 2008 11:48 am
Posts: 2
Hi! Thanks for your response!

I was actually running IndyCrawl, not PhoenixCrawl, but I figured I'd hit the top of the level range since this was a just-for-fun game. I went ahead and used 27k gold, which worked out fine. We only had one session, so I just ran the first level of the dungeon, and actually abridged a couple of rooms (the hamster-maze and the plant room). All told, things went really well, and my players had a great time. It was a pretty tough mod, and I don't think my party would have made it through intact if I hadn't taken out those rooms; they were out of healing and running on fumes by the end. But everyone survived!

One minor complaint was that the party Rogue felt somewhat useless because almost all of the fights were against Constructs and Undead. If/when I run another Xcrawl game, I'll make sure to include a few more living opponents.

I hope you had a happy holiday, and best wishes for the new year!
--Tamago


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 Post subject: Re: Starting equipment in the crawl vs. "In real life"
PostPosted: Thu Jan 01, 2009 5:31 pm 
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Wild-Eyed Zealot

Joined: Sun Jul 09, 2006 4:55 pm
Posts: 85
How did I read your post and see "PhoenixCrawl"??? Somebody had a bit too much fun during New Years . . .


I'm glad you and your crew enjoyed the dungeon. Yes, that one definatley needs more for your rogue/ specialist to do - try another Xcrawl adventure (ESPECIALLY the Phoenix Crawl, oddly enough!) and your poor lock pick will buisier than a one legged man in an ass kicking contest.

Glad the gold/ equipment stuff worked out!


be well!

Brendan


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 Post subject: Re: Starting equipment in the crawl vs. "In real life"
PostPosted: Wed Mar 11, 2009 3:09 pm 
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Ill-Fated Peasant

Joined: Sun Feb 22, 2009 5:57 pm
Posts: 4
Note that you can always add ideas to a purchased product, or modify it a bit, to suit your team.

Also, Rogues/Specialists can be useful with a variety of skills. As an example, one trap in one of my crawls allowed Decipher Script to know which button to use to turn it off, because the button had script in an artificial language. With no Decipher, it was either Disable or get out of Dodge fast...


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