EQUIPMENT, MOVEMENT, AND ENCUMBRANCE

Starting Funds
Rolling for starting funds can be done on the table below, based on the PC's class.

Cleric, Druid
30-180 gp (3d6 x10)
Fighter, Paladin, Ranger
50-200 gp (5d4 x 10)
Magic User, Illusionist
20- 80 gp (2d4 x10)
Thief, Assassin
20-120 gp (2d6 x 10)
Monk
5- 20 gp (5d4 x 10)


Monetary System & Conversion


The economy is based on gold pieces (gp) in AD&D 1E. Other coinage is also found, mainly being of copper pieces (cp), silver pieces (sp), electrum pieces (ep; a gold and silver alloy), and platinum pieces (pp). The conversion factors between these metal coins is as follows:
Coins of This Metal
Equal to This Many Coins
10 copper pieces (cp) 1 silver piece (sp) = 1/10 gold piece (gp)
20 silver pieces (sp) 1 gold piece (gp)
2 electrum pieces (ep) 1 gold piece (gp)
1 platinum piece (pp) 5 gold pieces (gp)
Therefore, we have: 200 cp = 20 sp = 2 ep = 1 gp = 1/5 pp


Equipment
Equipment lists (handouts)

Equipment Kits (House Rule)
Simple starting kits of equipment that do not total more than a specified amount can be created and be made available to players. Each of these kits is "defined" to be 20 lbs of encumberance for the character.

This kit method can speed up character building. Players can select other items to add to the starter kit of equipment, as they wish.

Cleric Equipment Kit
(Cost: 56 gp)
Backpack
Bedroll
Blanket
Candle
Chalk
Flask of Holy Water
Hammer
Holy Symbol
Incense
Ink (1 oz. bottle)
Ink Pen
Oil (1 flask)
Rations (10 days)
Rope, Hempen (50 feet)
Sealing Wax
Tinderbox
Torches (10)
Waterskin
Fighter Equipment Kit
(Cost: 48 gp)
Backpack
Bedroll
Blanket
Candle
Chalk
Oil (1 flask)
Grappling Hook
Hammer
Ink (1 oz. bottle)
Ink Pen
Hooded Lantern
Mirror
Pitons (12)
Rations (10 days)
Rope, Hempen (50 feet)
Sealing Wax
Tinderbox
Torches (10)
Waterskin
Magic User Equipment Kit
(Cos: 54 gp)
Backpack
Bedroll
Blanket
Candle (x2)
Chalk (x2)
Component Pouch
Ink (1 oz. bottle)
Ink Pen
Parchment (10 sheets)
Rations (10 days)
Rope, Hempen (50 feet)
Sealing Wax
Spellbook
Tinderbox
Torches (10)
Waterskin
Thief Equipment Kit
(Cost: 48 gp)
Backpack
Bedroll
Blanket
Candle
Chalk
Crowbar
Disguise Kit
Oil (3 flasks)
Rations (10 days)
Rope, Hempen (50 feet)
Sealing Wax
Tinderbox
Torches (10)
Waterskin
Subtract kit cost from starting funds. If bank is still non-zero, let players determine what to add to these lists

Starting Equipment (House Rule)
Characters get some starting equipment as part of their "gradudation" into Level 1.

Cleric: Silver holy symbol, wooden holy symbol
Fighter: Suit of leather armor, dagger
Magic User: Spell book with 5 1st level spells known to the caster, Crystal candle
Thief: Thieves tools, matched pair of throwing daggers

Weapons and Armor
Weapons list (handout)

Armor List, Costs, Encumberance, and Movement
Type
Armor
Class
Average
Cost (gp)
Relative
Encumbrance
Movement
Rate
Plate mail
3
400
bulky / 45#
6"
Banded or Splint mail
4
80
bulky / 35-40#
9" / 6"
Chain mail
5
75
fairly / 30#
9"
Scale mail
6
45
fairly / 40#
6"
Ring mail or Studded leather
7
30 / 15
fairly / 20-25#
12"
Leather or
Padded
8
5 / 4
non- / 15#
fairly / 10#
12" / 9"
Shield, small
-1
10
non- / 5#
-
Shield, small wooden
-1
1
non- / 3#
-
Shield, large (wall shield)
-1
15
bulky / 10#
-


Movement
Human characters move at a base rate of 12" per round. This can be changed by what the character wears or carries, which is especially true in the case of armor or lugging around chests of gold coins.

As shown below, encumberance typically changes movement rates in steps of 3".

What is Encumbrance and What does it do to my Character?
Encumbrance is a combination of both weight and volume of material that the Player Character is carrying. Weight clearly encumbers the PC, but wrangling something like a light-yet-bulky item will produce a similar effect, which is a reduction in speed and dexterity. Movement is slowed and combat abilities, to include Reaction and Initiative, may be affected if the material is not set down or discarded.

Strength bonus can offset the 150 lbs carry limitation and allow more weight to be transported without impacting Movement. Concsider this when you are planning for your dungeon delve. What will it take to transport the treasure out of the dungeon, and convey to back to your home base? AD&D 1E is called a "Game of Logistics" for this among other reasons.

Encumbrance Movement Reaction and Initiative
normal gear; about 35# and no great bulk
12”; subject can run quickly normal or better
heavy gear; armor and/or equipment of about 70# or fairly bulky 9”; subject can make a lumbering run normal, no bonuses
very heavy gear; armor and/or equipment of 105# and bulky (such as plate armor) 6"; subject can trot for short distances slowed
encumbered; armor and/or equipment over 105# weight and/or (very) bulky 3" to 4"; no trotting possible slowed greatly