So now we've covered the
six intrinsic stats that every character gets when he starts play: Strength
through Charisma. But don't you remember there is a seventh roll
of 3d6 that every character gets that can quickly determine life or death when
you start him on his mythical journey? The answer, of course, is starting
gold!
What's the whole reason
we go into the dungeon in the first place? MONEY! MONEY to buy better
gear, to hire men at arms, bribe a mayor or town watch, to carouse and meet a
lady, and ultimately to buy a
castle and take over the world!
You have to have money
to buy your armor and so forth. With a paltry 30 GPs (a roll of 3 x 10
GP), you're going to be stuck with crummy options for armor and weapons.
The Hauler by Stefan Poag |
Option #1: Cooperate with (scam) your friends into pooling your resources and use some of their money to buy what you need!
Option #2: Visit the town loan shark and take out a loan (at 100% per week interest) to buy the sweet plate mail and pack mule you wanted to begin with.
Option #2: Visit the town loan shark and take out a loan (at 100% per week interest) to buy the sweet plate mail and pack mule you wanted to begin with.
Option #3: Play the
plucky Peasant Hero with leather armor, a sling, and quarterstaff! It's
practically free.
Option #4: Play the
Wizard, because then all you need is a bath robe and the book your master gave
you. And then make sure to take the best magic items every time.
In any case, the 3 in
Starting Money might be the most telling and informative 3 of all. You
really have to think hard to imagine why he's completely broke and how he got
to be that way. On the other hand, nobody has a stronger motivation to
get down into the dungeon and haul out some loot!
What are some other
solutions to The Most Unfortunate 3?
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