Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Wanderer starting items
Take a (weighted) random skill the wanderer has and do give an item based on it:
Fighting/Weapon skill: +1-3, +1-3 starting weapon of the chosen type.
Magic skill: an appropriate spellbook.
Shield skill: a +0 buckler
Dodging, Stealth, UC, Invo: 2x attempts to get curing or teleport and a good potion or scroll (from a list)
Evocations: a random low-level wand (from a list)
Armour skill: +0 scale mail
It seems to me that if Fighting/Weapon is chosen, you get something very good, ranging up to possibly a +3/+3 crossbow or quarterstaff, whereas if Armour is chosen, you get something significantly worse. Some of the other skills give something of good power level, but maybe not as apropos as possible, like Dodging and perhaps Stealth.
So, let's brainstorm a more balanced and useful list. Here's my attempt at adjusting it:
Weapon skill: +1-3/+1-3 short sword|mace|hand axe|blowgun|spear|falchion or +1-2/+1-2 bow or +1/+1 quarterstaff|crossbow.
Armour skill: +1-2 scale mail armour or (+0 scale mail armour and +0 helmet)
Dodging skill: +1-2 leather armour or +0 cloak
Stealth skill: +2-3/+2-3 dagger or 2-4 nets