Maybe I spent more time than I should have studying this list, but I believe I managed to summarize most of the equipment needed for a D&D adventure into major categories in a reasonably coherent way.
The price of one gold piece per day for food is expensive by historical standards, but it aligns with what most D&D editions recommend. And, of course, it can easily be swapped for a silver standard, if you prefer.
This updates the list on Dak Fantasy Basic slightly and convert prices to gold.
I believe this list is compatible with B/X prices when possible, but also the prices of items relative to one another are more accurate by historical standards and more sensible overall.
Please let me know if you have any corrections or objections!
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Currency
The usual
currency in this game is coins of various metals. For simplicity’s sake, assume
all coins have similar weight, and each metal is ten times more valuable than
the next in the list.
1
platinum piece (pp) = 10 gold pieces (gp) = 100 silver pieces (sp) = 1,000
copper pieces (cp).
Players
start the game with 3d6 x10 gp. A gold coin is enough for hot meal, a cold beer
or a night in a collective room. Copper pieces are rarely worth carrying for
adventurers, but are common currency in hamlets etc. A common laborer will earn
rough 1 gp per day and eat cheaper food.
100 coins
weight one “item” (i.e., roughly 3 pounds).
Miscellaneous equipment
Food
(one day): Fresh
(1 gp, weight 1), must be eaten within a week. Rations (2 gp, weight 1/3) last
for one month. A hot meal or cold beer in a tavern costs 1 gp.
Common
tools (5 gp, weight 1): backpack (holds 10 weight), bedrolls (winter bedrolls: 10 gp, weight
2), blank book, block and tackle (requires rope), board game, camping gear
(flint, small blade and hammer), chain (per feet), climbing gear (for wood
surfaces or similar; stone climbing gear is 10 gp, weight 2), clothes (winter
clothing: 10 gp, weight 2), cooking tools, crowbars, fishing tools, grappling
hook, hammers, healing kits (10 uses), hooded oil lantern, hunting traps,
merchant's scale, musical instruments (small, like drums, horns, trumpets;
larger and more complex instruments cost 10 gp or more), rope (silk, per 20
feet), shackles, steel mirror, winter blanket.
Heavy
tools (5 gp, weight 3): caltrops (enough for 10 square feet), shovel, pick, iron spikes (30), tent
(1 person).
Cheap tools
(1 sp, weight 3):
15 torches, 10' pole, 20 candles (weight 1).
Expensive
tools (25 gp, weight 1): holy symbol, lock picks, luxury versions of common tools (that might be
10% better or give you a +1 bonus to a test).
Liquids: water for one day (usually free,
weight 1; weight 2 in very hot weather), pint of oil (1 gp, weight 1/3; can be
lit and thrown 20' for 1d6 fire damage), holy water (25 gp, weight 1/3; can be
thrown 20' for 1d8 damage against undead, demons, etc.).
Skills
& tools
Skills will often require tools such as a healing kit, climbing gear, lock picks, etc. Improvised tools will often cause disadvantages. Some tasks will be impossible without tools (GM's call).
Additional reading:
https://methodsetmadness.blogspot.com/2026/03/minimalist-weapons-2026.html
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