A couple questions re: starting gear.
-
Is it reasonable for a character starting with armor to decline it?
-
Mallet & stakes: any reason they can’t be a (shoddy) substitute for iron spikes and hammer? My gut reaction was that it’d be a factor in whatever you were doing, plus another factor based on whether you had enough (per the Iron Spikes use/recovery die roll).
-
I don’t get the feeling that anything prevents taking two small sacks, removing one from its slot, filling it with (whatever), and carrying that in your off hand. Correct? “You may choose to take as much gear as your character can carry” being my rationale for the above.
~Gary