I want all the things!


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What in the rules stops someone from choosing precious ingots (or similar high value items) as their starting items?

Say a PC loses a character and rolls up a 5th-level monk. For his permanent items, he chooses 6 level 0 common silver ingots. At the next settlement he sells them for 600gp, far above the expected treasure for a 5th-level character. Since he's a monk, he can go a while without much gear if need be.

I get that a GM could simply say no, but I'd prefer a rule for things like Pathfinder Society or RAW-heavy games.


Many of my players in the playtest did similar: took the most expensive item available on the appropriate list and sold it for half value to buy consumables & trinkets with the gold.
As for trade items where you get full value, yeah that's messy, but I'd say if it fell within the normal treasure values, it should be okay. You simply found the same amount of loot more piecemeal.
But finding "level appropriate by value" vs. "level appropriate by what's available" are two different things. Just because something's available to purchase as a level 0 item (minimal crafting) doesn't mean it's a level 0 treasure (falls within the gold parameters).
In PFS/RAW games, the Lump Sum value on Table 10-10 seems as high as one could go with currency, which those ingots effectively are. Trying to bypass this through trickery won't win you any allies.


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Well PFS has you covered, the small number of options that do start you above level 1 give the lump sum for starting above level 1.

As for item selection, it is not a player choice, it's a GM choice.

Core Rulebook pg. 511 wrote:


You should work with the new character’s player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pirate Rob wrote:

As for item selection, it is not a player choice, it's a GM choice.

Core Rulebook pg. 511 wrote:


You should work with the new character’s player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.

Whoah! That's...

...different.

Totally news to me!

That changes everything.

Holy shit. I know some people who are really going to blow a gasket about this.

So many overworked GMs who I now have to tell have MORE work to do. :P


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Ravingdork wrote:
Pirate Rob wrote:

As for item selection, it is not a player choice, it's a GM choice.

Core Rulebook pg. 511 wrote:


You should work with the new character’s player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.

Whoah! That's...

...different.

Totally news to me!

That changes everything.

Holy s~#*. I know some people who are really going to blow a gasket about this.

So many overworked GMs who I now have to tell have MORE work to do. :P

If those GMs feel overworked they can just decide to allow the player to choose whatever they want, or they can just let the players make their list but have it be subject to the GM looking it over afterwards.

The GM can just look over the list for anything especially egregious (like 5 silver bars, or an elvish weapon being selected by a hobgoblin character without explanation) and query or veto those things, but in most cases the players would get whatever they like as long as they are reasonable.

Most of the time as a GM I look over all of the player characters before letting them in the campaign(it's good practice to know the PC's really well so you can fit them into the world and the adventure anyway) so it doesn't really add anymore work for me.


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I wouldn't really say it changes that much. Rule zero is always in effect, and this kind'a codifies it for the ones who want page numbers.


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Tender Tendrils wrote:


If those GMs feel overworked they can just decide to allow the player to choose whatever they want, or they can just let the players make their list but have it be subject to the GM looking it over afterwards.

The latter is what I'd do; if I'm going to start a group at higher level, I'm going to assume the player had some influence over what they ended up with any way, so all I'd feel a need to do is block some of the more egregious cases.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Yeah, this is not an issue for Society games. As for other games, if I were the GM and saw a player attempting to use that work-around, I'd give them 6 clubs instead. "There you go, 6 common items. Either take these or do what was intended." (Heavily debating on not giving them the second option)


About the only way I'd like a player do this if I was a GM was if the player was legitimately making a character who had a reason to be hauling around bars of silver. If they took the Merchant or Miner background, for instance, especially if neither of those was particularly mechanically useful to the class.


This feels more like more work for the player than the GM, since they've now got to explain why they want <insert items here> rather than plonking down a sheet at the table with no prior explanation.

Which I'm in favor of. If someone came to a table I was running and was pulling a stunt like this without telling me, I'd feel like I was being gotcha'd, which isn't a great way to feel regardless of which side of the table you're on and would probably color my relationship to that player going forward, which wouldn't be good for the overall game.

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