Excerpts Archive | 9/13/2012
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3.5 Edition Excerpts: Adventuring Gear
Player's Handbook

On sale September 18, the 3.5 Edition premium reprints go on sale, featuring new covers and the latest errata -- so, be sure to pick yours up at your friendly local book or gaming store!

As the books themselves described their contents and role within the game:

  • The Player’s Handbook has all the rules players need to create characters, select equipment, and engage in combat with a variety of supernatural and mythical foes.

  • The Dungeon Master’s Guide provides the DM with advice, guidelines, and everything he or she needs to create challenges, adventures, and full-fledged D&D campaigns, including sections on prestige classes, magic items, and character rewards.

  • The Monster Manual contains material that players and DMs alike will find useful. With hundreds of monsters to populate all levels of dungeons, this tome also includes monster creation rules, information on playing monsters as characters, details on monster tactics, and powered-up versions of standard creatures.

In today's excerpts, we consider the subject of adventuring gear from the 3.5 Edition Player's Handbook. Just how much did 50 ft. of rope cost? Or a flask of oil, 10 ft. pole, or week's worth of rations? And how do these prices compare across editions?


1st Edition Gear

Careful selection of equipment and supplies for characters is very important. Often there will not be sufficient funds to purchase everything desired, so intelligent choices will have to be made. Also, the choice of equipment should always be done with respect to encumbrance restrictions.

In many campaigns it is necessary for the characters to shop in a number of places in order to obtain everything they desire. A few games will have a trader’s establishment in which everything, or nearly everything, can be found, but the average costs will be higher because these traders are middle-men.

As in most dealings, the buyer should always beware. Things may be as they appear or they might be otherwise . . .

(91 Kbs PDF)

3.5 Edition Gear

Adventurers face all sorts of challenges and difficulties, and the right gear can make the difference between a successful adventure and failure. Most of this gear is basic equipment that might come in handy regardless of a character’s skills or class.

(195 Kbs PDF)

4th Edition Gear

When you leave the safety of a city or other refuge for the wilderness and the unknown, you must be prepared. Being ready means you need protection, arms, and tools to see you through potential challenges, dangers, and hardships. An unprepared explorer all too often winds up injured or lost—or worse—so gear up for the hazards you expect on your adventures.

From meals to torches, adventuring gear is essential to your party’s success. You’re assumed to start with basic clothing, and before your first adventure, you should equip yourself with weapons, armor, and other gear.

(538 Kbs PDF)
Bart Carroll
Bart Carroll has been a part of Wizards of the Coast since 2004, and a D&D player since 1980 (and has fond memories of coloring the illustrations in his 1st Edition Monster Manual). He currently works as producer for the D&D website. You can find him on Twitter (@bart_carroll) and at bartjcarroll.com.
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