I'm making a game where you select heroes to form teams and then run through quick 15-20 minute adventures where you defeat monsters, overcome skill challenges, and vanquish powerful bosses. That said, I'm having trouble deciding the best way to handle starting equipment for these adventure runs. Here are some ideas: Random (Current): I have a pool of equipment that increases stats but these stats might not be relevant to specific heroes. The player, at the start of the run, will get a random piece of equipment for each of their heroes. Preset: Specific starting equipment that is relevant per hero, no random equipment pull or choice. Just ready to go. Chosen: Give the player x gold for them to spend in a low level starting shop before the adventure begins to equip their characters as they see fit or forego the equipment for useful items. Random/Chosen mix 1: Let the player choose. Perhaps 2x random gear per hero if they are willing to go random or 1 gold (a piece of low level gear costs 1 gold) per hero to spend at a starting shop. Random/Chosen mix 2: If the random gear is too much of an advantage perhaps lower it to just the normal random pull but let the players know that there are weapons/armor that could randomly drop that is not sold in stores. Thoughts?