If you have weapons accounted for, potions are definitely a great option. I could see a 5th-level character (just assuming here) buying a few potions at DM discretion, which could turn out useful in the sometimes more remote/difficult Tier-2 encounters. Like a Potion of Water Breathing (or whatever it's called in the new edition) could prove useful in the case your wizard doesn't have the spell prepared, and you need to get underwater quickly. Could be useful. This can also apply to uncommon magic items - some can prove useful, and they're at reasonable prices - even each village has that one special item that was passed down from generation to generation and has saved the lives of [insert names here].
Explorer's Pack I could imagine, too, especially if you don't have some of the items. Those things can prove more useful than people think.
That's pretty much it - potions, packs, & uncommon magic items. I dunno - maybe just save it if you can't figure out what to buy. It'll come useful when you dent your chain armor and need a repair. Don't underestimate (or overestimate) the value of carrying a few gold around.
(You can also bribe the guards to look the other way.)
1) a light source - lantern, torches etc... 2) at least 1 rope - endless uses from tying up baddies, to helping allies climb stuff, to pulling allies out of harm's way, or lifting / dragging stuff, or pulling stuff from a distance. (optional) a grappling hook to go with it. 3) some oil - also tons of uses, setting stuff on fire, loosening hinges/locks, creating light in lanterns. 4) any sets of tools they are proficient in using 5) Sleeping gear - tent, bedroll 6) Eating gear - mess tin, waterskin, rations, tinderbox 7) something to carry stuff in - e.g. bag / backpack
Some others I've thought up (and the other ones I already thought of):
Training in skills/tools (this actually is more useful than it seems)
Acid
Armor (better AC armor)
Uncommon magic items
Potions
Packs (Explorer's, Dungeoneer's)
Enchantments (a 1st- or 2nd-level spell on some of your gear can prove useful, even if it's temporary)
Torches (obviously), Lanterns, other light-creators
Kits (yep, @Plaguescarred, I like the Healer's Kit idea in case people don't have Spare the Dying or other spells)
Honestly, basic services. Repairs, refittings, forgings, and the like. Get your dented armor fixed, or some stuff you've found on the travels refitted by the local tailor, and/or getting a sword made for your particular size? Just everyday artisanship services are useful in quite a lot of cases, surprisingly.
Anything else, anyone?
(Oh - I thought about another one, less for spending money but maybe for acquiring more of it...) --> GAMBLING!!! (always the #1 choice for all of my characters sadly - I have lost a lot of (stolen) party money that way)
I generally go on the assumption that each party member will have basic gear. however, you want to define that. Tinderbox, back pack, shaving kit (if needed), mess kit, torches/lanterns.
However, I do also want them to specify more specialized things such as rope, pitons, spikes, etc. Things could end up with a limited number of uses and then they do not have them anymore
Yeah. Sure. You never know what you're gonna find. Maybe scoop up a bit of gelatinous cube. Maybe a cool looking spider. It's better to have it and not need it than need it and not have it.
If you’re taking gold instead of default gear in a campaign, what gear do you usually buy?
Namely, in a campaign where you’re starting at higher level and already have weapons accounted for?
Explorer’s Pack? Potions? Other?
If you have weapons accounted for, potions are definitely a great option. I could see a 5th-level character (just assuming here) buying a few potions at DM discretion, which could turn out useful in the sometimes more remote/difficult Tier-2 encounters. Like a Potion of Water Breathing (or whatever it's called in the new edition) could prove useful in the case your wizard doesn't have the spell prepared, and you need to get underwater quickly. Could be useful. This can also apply to uncommon magic items - some can prove useful, and they're at reasonable prices - even each village has that one special item that was passed down from generation to generation and has saved the lives of [insert names here].
Explorer's Pack I could imagine, too, especially if you don't have some of the items. Those things can prove more useful than people think.
That's pretty much it - potions, packs, & uncommon magic items. I dunno - maybe just save it if you can't figure out what to buy. It'll come useful when you dent your chain armor and need a repair. Don't underestimate (or overestimate) the value of carrying a few gold around.
(You can also bribe the guards to look the other way.)
Religious frisbee player, writer, goofball, and nerd. Some may say professional for the latter two.
Extended sig here. Send me a PM if you want to chat.
DM: Westeros - A Homebrew D&D Campaign, Liquid Swords - A Historical Wuxia Campaign
Player: Marcus Aquillus Arcade (Quil) - 1st Rogue - Pax Romana
Gear every adventurer should have:
1) a light source - lantern, torches etc...
2) at least 1 rope - endless uses from tying up baddies, to helping allies climb stuff, to pulling allies out of harm's way, or lifting / dragging stuff, or pulling stuff from a distance. (optional) a grappling hook to go with it.
3) some oil - also tons of uses, setting stuff on fire, loosening hinges/locks, creating light in lanterns.
4) any sets of tools they are proficient in using
5) Sleeping gear - tent, bedroll
6) Eating gear - mess tin, waterskin, rations, tinderbox
7) something to carry stuff in - e.g. bag / backpack
Beside Explorer Pack, useful adventring gear i may take depending on character;
Some others I've thought up (and the other ones I already thought of):
Religious frisbee player, writer, goofball, and nerd. Some may say professional for the latter two.
Extended sig here. Send me a PM if you want to chat.
DM: Westeros - A Homebrew D&D Campaign, Liquid Swords - A Historical Wuxia Campaign
Player: Marcus Aquillus Arcade (Quil) - 1st Rogue - Pax Romana
I generally go on the assumption that each party member will have basic gear. however, you want to define that. Tinderbox, back pack, shaving kit (if needed), mess kit, torches/lanterns.
However, I do also want them to specify more specialized things such as rope, pitons, spikes, etc. Things could end up with a limited number of uses and then they do not have them anymore
All the aforementioned standard items, plus: Caltrops! Marbles. Beef jerky. An empty mason jar.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Beef jerky is w
I'm probably stupid, but why the mason jar? Just for storing things?
Religious frisbee player, writer, goofball, and nerd. Some may say professional for the latter two.
Extended sig here. Send me a PM if you want to chat.
DM: Westeros - A Homebrew D&D Campaign, Liquid Swords - A Historical Wuxia Campaign
Player: Marcus Aquillus Arcade (Quil) - 1st Rogue - Pax Romana
Yeah. Sure. You never know what you're gonna find. Maybe scoop up a bit of gelatinous cube. Maybe a cool looking spider. It's better to have it and not need it than need it and not have it.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.