Something I cooked up just now, still a work in progress: Each PC is given common clothes, and the bare minimum amount of equipment that's essential to their class to operate, afterwards, players can choose to purchase items from a "money pool" of varying size (ex: 5 PCs = 1,000 gp).
If all PC gear comes from a shared pool, this is likely going to lead to one player wanting to use half of the money, and everyone else getting mad at them. The method I use for character gear is that you just start with whatever you want, within reason. This lets characters whose build relies on expensive weapons, like hand crossbows, or who don't want a bunch of useless starting equipment get what they want.
I'm usually in favor of using the starting pool but letting players switch out their weapons and stuff for roughly equivalent things. Like letting a fighter who wants a greataxe instead of a greatsword just swap them out.
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Something I cooked up just now, still a work in progress:
Each PC is given common clothes, and the bare minimum amount of equipment that's essential to their class to operate, afterwards, players can choose to purchase items from a "money pool" of varying size (ex: 5 PCs = 1,000 gp).
What does this achieve that the standard rules don't?
How to add Tooltips.
My houserulings.
If all PC gear comes from a shared pool, this is likely going to lead to one player wanting to use half of the money, and everyone else getting mad at them. The method I use for character gear is that you just start with whatever you want, within reason. This lets characters whose build relies on expensive weapons, like hand crossbows, or who don't want a bunch of useless starting equipment get what they want.
Funnily enough, that was my second option
I'm usually in favor of using the starting pool but letting players switch out their weapons and stuff for roughly equivalent things. Like letting a fighter who wants a greataxe instead of a greatsword just swap them out.