Friday, February 21, 2014

New and tweaked equipment

     I have talked to most everyone about switching the inventory system to closely resemble that of Torchbearer and now that I am reading Lamentations of the Flame Princess, closer to that system too. I am not 100% how everyone feels about it, it is a big change but to be honest we have not done anything with inventory. This is partially because calculating encumbrance is truthfully not that fun, it can also slow the game down. This is true for any inventory system that requires management and I know this, switching systems will add more things to keep track of. But I also feel that it adds another layer when adventuring in the wild or in deep dungeons, while I resist to use the term an element of "realism" it is honestly so that there is another element of danger. Danger in that you may become hungry and or thirsty. Again this is more management, but in reality I will be trying to take most of that weight on myself. In most cases I will not ask for you to roll to see if you are hungry, to resist hunger if you are out of food yes, but I will not stop action and say "roll to see if hungry". It will be based on the passing of time in game. If you have not already figured it out, the inventory system will dictate how much you can carry. Not in weight but in amount, it does not matter how much a group of items weighs, if it is cumbersome you will not be able to carry it.
     Each character will have a series of slots, many are familiar and are in a plethora of games including D&D. The slots are head, neck, torso, hands and feet with the addition of bag, belt and held. All characters are allowed one item on their head, neck, one ring on each hand, one item held in each hand, feet. Though small items like necklaces and rings can be worn only one in each slot will give a benefit. Torso is the new exception, the torso has three slots. These torso slots are used for armor, rope, baggage, quivers, etc and you can carry any combination of the items as long as they do not go over your slots. Belts are also assumed to have 2 slots or pouches and can carry one weapon. Items held in the belt can be retrieved as a minor action in combat, meaning if you wanted to grab a scroll or potion from your belt you can do it for free.
      With all of that, you can go over your total slot allotment, if you wanted to carry 4 items on your torso you can do so, if you wanted to stuff your backpack with more items than it can carry comfortably, you're more than welcome to. But for each item you carry over your base lowers your movement speed by 5 feet. This means you move slower in combat, do not move as many miles during daily marching and you jump less distance. Dwarves do ignore the first 2 items over their max, but we currently do not have any dwarves so that does not matter. I will hopefully have inventory sheets for everyone or at least an example to copy.

      With the system comes some new items or older items tweaked. The first new items I want to introduce are mundane head gear.

Leather cap: Will modify the first critical rolled against this character. Rather than doing max damage plus 1 weapon die, the attack is forced to roll both the base dice and the crit dice.

Half helm: +1 AC and cancels the first critical rolled against this character (normal damage done) and must be repaired or replaced after canceling a critical. Characters wearing a half helm roll disadvantage on all notice checks that require hearing.  When a character wearing a half helm is at half hit points or lower they roll disadvantage on all combat rolls.

Full helm: +2 AC and cancels the first critical rolled against this character (normal damage done) and must be repaired or replaced after canceling a critical. Characters wearing a full helm roll disadvantage on all notice and spot checks.  When a character wearing a half helm is at half hit points or lower they roll disadvantage on all combat rolls.

It is a free action to remove a piece of head gear but it requires an action to place a piece of head gear on a character.

Adventuring gear:
Cloak: cloaks allow a player to roll advantage on constitution checks versus elements.

Torch: Torches light enough space for the person holding it and two other players. Anyone outside the radius of a torch that does not have low light version rolls disadvantage on all rolls.

Candle: Candles act the same as torches but only give enough light for the holder.

(at first the changes to lighting may not make sense, but think about several people crowding around one light source, it tends to obscure it for the other people around.)

Books: Books act as skill buffers and vary in quality from +1d4 to +1d8. Books will have a specific topic associated with them. If a player has enough time to research a topic in the book (typically 5 minutes) they will get the die bonus to their next skill check that is associated with that book.
For example Galnord knows that his band of merry grave robbers will be wondering in to the wood soon. Before packing up camp he reads some of Treeman's book of Nature a +1d4 book. Next time he is required to roll a nature check he adds +1d4 on top of his normal skill check.
A character can only retain one bonus at a time.
If your character successfully uses a book 20 times than your character permanently gains the skill die when they use that skill. As above if Galnord succeeded 20 times using Treeman's book, he can chuck it down a ravine because next time he uses his nature skill he automatically gains a +1d4 on his skill roll. These bonuses do not stack, so if he finds a better book about nature later, then whenever he has time to research in the new book, the skill die would be a d6 rather than his innate d4.

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