Starting gear for new character

By Schmiegel, in Rules Questions

When creating a new character using the core rulebook, the only starting gear I have found is associated with the specific school the character selects ( Starting Outfit ). Apparently that is the "default" for a new character. It wouldn't be shocking if the players in my game ask about additional gear. What is the proper answer to that question? Is it an open-ended, arbitrary thing, or do most GMs basically follow the same procedure? (And stay with just the default.) Thank you!

You have a starting cash from your family, no reason you can't use it to buy up a few additional things for you.

Also 20 questions should give you at least one more item, if not more.

There are options for customization: one of the 20 questions lets the PC chose an item of rarity 7 or less, some options in the heritage table also give some items. Finally, most schools have a traveling pack, which can include 3 items of rarity 4 or less of the player’s choice.

If they want more, maybe let them make a commerce roll off screen to see if they can spend their starting money on whatever it is they think that they need ;)

Very helpful information, thanks guys!

It's not D&D, where PCs are expected to have an increasing amount of wealth when they level up because they need increasingly more expensive gear to be able to confront harder challenges. You can be fairly easygoing with having lords provide their retainers with things they need. If a player can tell me why their character could really use a certain expensive item in order to properly perform their duties, I'll almost always have their lord pick up the tab. If say, a Shiba Guardian is going to act as yojimbo for a courtier and be present in court it seems more than reasonable he needs to look the part and should have a ceremonial outfit, for instance - he's representing the clan in public, after all. The main reason why I might want to refuse is if it would interfere with the upcoming module or something, and I'd make sure to have a plausible in-game explanation for that.

Edited by nameless ronin

it's not D&D, you don't have a penalty for range attacks at maximum distance.
you might actually have more chance to hit at extreme range than a few yards in front of you if you have a keen eye.

Edited by Avatar111
6 hours ago, Franwax said:

There are options for customization: one of the 20 questions lets the PC chose an item of rarity 7 or less, some options in the heritage table also give some items. Finally, most schools have a traveling pack, which can include 3 items of rarity 4 or less of the player’s choice.

If they want more, maybe let them make a commerce roll off screen to see if they can spend their starting money on whatever it is they think that they need ;)

Two of the questions, not one. One has to be non-weapon, non-armor; the other is not limited by type; both are limited by rarity. A third may happen due to the inheritance roll.

Plus, as said before, starting cash. If a character makes a good case for it, maybe an additional item.

Given the text in Rokugan, all Samurai own a Daishō. Only the bushi carry the katana. So, any character might justify adding the katana.

If the party is a magistrate game, a jitte or Sai should be issued.

With regards to clothes, this tread may be interesting to you as well:

54 minutes ago, AK_Aramis said:

Two of the questions, not one. One has to be non  -weapon, non-armor; the other is  no  t limite  d b  y  t  yp  e; bot  h are limit  ed by rarit  y 

I think that was only the case in the beta... now only question 16 gives an item outright (any type, limited by rarity 7). Question 14 was probably the one you remember, but in the final book, it does not really grant an item but a “distinctive piece of accoutrement”; there is no rarity mentioned there. I guess it’s just supposed to be for aesthetic flavor.