Wednesday, October 30, 2013

The Standard Kit

I really like ACKS' templates.  However, they're a pain in the butt to build, because you have to pick equipment.  I do like the notion of providing flavor to a template via well-chosen mundane gear, but it gets to be a bit much to pick everything when you're aiming to build multiple templates per class.  I've also noticed that some of the published templates miss out on important things; we had a new player bring in a spellsword his first session with the template from the book.  When the party was separated, he found himself without torches through no fault of his own!  He managed to survive the ghoul-teleport debacle anyway, but this was due in part to DM mercy as a result of being shafted by the template.

We've long been fans of Ming's Standard Adventuring Kit, and made great use of it during the last campaign, but it was occasionally irritating that the prices and weights of things were not in accordance with ACKS' rules.  It also seems a decent solution to the template equipment problem; a template with "Flavorful weapon, appropriate armor, one or two other misc items, and the Standard Kit" is very quick and easy to assemble.

So what does the Standard Kit look like in ACKS?
  • Backpack
  • Blanket
  • Pint of military oil
  • Small hammer
  • 12 iron spikes
  • One week's iron rations (medium-quality, 3gp)
  • 50' hemp rope
  • Sack, large
  • Sack, small
  • Tinderbox
  • 6 torches
  • Waterskin
Total price: close enough to 15gp
Total weight: 2 stone (12 items)

The main alteration from Al's list is the removal of the grappling hook, as grappling hooks are expensive in ACKS.  The beer and holy symbols were also omitted.  I also waffled over the inclusion of a dagger in the list, but hitting 12 items on the nose was too convenient, 18 gp is a less-easy-to-deal with number than 15, and clerics can't use 'em.

Next time: actual templates.

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