Bjarkmundur
2019-08-30, 06:33 PM
Oh, come on. You knew this was coming.
Design Goals:
I'd love to see a player have to leave an item behind in the middle of a dungeon in order to use the loot he just got.
I'd love to see the players use hirelings and pack mules to carry stuff.
I'd love to emphasize the usefulness of items. Limiting something automatically increases its perceived value.
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What follows looks like a hard-to-read wall of text, but if you just check out this (https://docs.google.com/spreadsheets/d/12rsVSMXlniai8qJl8CluLoXH5VzPm_d7bgZPRZKzthI/edit?usp=sharing)link it should be easier to figure out. It uses the Base values (medium creature, +0 strength).
The values presented are not the final values, but rather placeholders until I figure out whether this encumbrance / inventory grid system is worth working on.
The general idea is that only items of mechanical significance are important enough to warrant tracking.
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Equipment Slots
Each character has a number of allotted equipment slots, separated by types. In order to carry an item you must have the required amount of unused equipment slots and of the correct type. For example, to use a heavy armor you need 4 unused equipment slots of the armor type. In addition, you gain a bonus or a penalty to the number of equipment slots of each type based on your Strength ability modifier and Size above/below medium.
Base Equipment Slots
Potions & Scrolls: 3
Trinkets: 2
Armor: 2
Weapons: 3
Coins: 1000
Minor Items: 5
Encumbered Slots: 5
Strength/Size slot adjustments
Potions & Scrolls: 1 slot
Armor: 1 slot
Weapons: 1 slot
Coins: 500gp
Minor Items: 1
Encumbered Slots: 2
Encumbrance
If you want to carry an item and don't have unused item slots you can use your Encumbered slots. If you spend more than one hour Encumbered you gain two levels of exhaustion that are removed at the end of a short rest.
Item Changes
Slot requirements have been added to the following items:
Two Handed Weapons: 2 Weapon slots
All consumables: 1 Potion & Scroll slot
One-handed weapons: 1 Weapon slot
Two-handed weapons: 2 Weapon slots
Shield: 2 Armor slots
Buckler: 1 Armor slot
All Light armors: 1 Armor slot
All Medium armors: 2 Armor slots
All Heavy armors: 4 Armor slots
Rope, Grappling Hook, Manacles, Healer's Kit, Hunting Trap and tools: 1 Minor Item Slot
The Rogue
A +0 Strength Rogue can wear light armor, and choose one of the following item loadouts, due to only having 3 Weapon slots:
Option 1: Crossbow, Rapier
Option 2: Rapier, Short Sword, Dagger
The Cleric
A +2 Strength War Cleric has 4 Armor Slots and has to choose one of the following armor loadouts, since using both heavy armor and a shield require 5 armor slots.
Option 1: Medium armor and a shield = 4 armor slots
Option 2: Heavy armor and no shield = 4 armor slots
Design Goals:
I'd love to see a player have to leave an item behind in the middle of a dungeon in order to use the loot he just got.
I'd love to see the players use hirelings and pack mules to carry stuff.
I'd love to emphasize the usefulness of items. Limiting something automatically increases its perceived value.
----------------------------------------------------
What follows looks like a hard-to-read wall of text, but if you just check out this (https://docs.google.com/spreadsheets/d/12rsVSMXlniai8qJl8CluLoXH5VzPm_d7bgZPRZKzthI/edit?usp=sharing)link it should be easier to figure out. It uses the Base values (medium creature, +0 strength).
The values presented are not the final values, but rather placeholders until I figure out whether this encumbrance / inventory grid system is worth working on.
The general idea is that only items of mechanical significance are important enough to warrant tracking.
-------------------------------------------------
Equipment Slots
Each character has a number of allotted equipment slots, separated by types. In order to carry an item you must have the required amount of unused equipment slots and of the correct type. For example, to use a heavy armor you need 4 unused equipment slots of the armor type. In addition, you gain a bonus or a penalty to the number of equipment slots of each type based on your Strength ability modifier and Size above/below medium.
Base Equipment Slots
Potions & Scrolls: 3
Trinkets: 2
Armor: 2
Weapons: 3
Coins: 1000
Minor Items: 5
Encumbered Slots: 5
Strength/Size slot adjustments
Potions & Scrolls: 1 slot
Armor: 1 slot
Weapons: 1 slot
Coins: 500gp
Minor Items: 1
Encumbered Slots: 2
Encumbrance
If you want to carry an item and don't have unused item slots you can use your Encumbered slots. If you spend more than one hour Encumbered you gain two levels of exhaustion that are removed at the end of a short rest.
Item Changes
Slot requirements have been added to the following items:
Two Handed Weapons: 2 Weapon slots
All consumables: 1 Potion & Scroll slot
One-handed weapons: 1 Weapon slot
Two-handed weapons: 2 Weapon slots
Shield: 2 Armor slots
Buckler: 1 Armor slot
All Light armors: 1 Armor slot
All Medium armors: 2 Armor slots
All Heavy armors: 4 Armor slots
Rope, Grappling Hook, Manacles, Healer's Kit, Hunting Trap and tools: 1 Minor Item Slot
The Rogue
A +0 Strength Rogue can wear light armor, and choose one of the following item loadouts, due to only having 3 Weapon slots:
Option 1: Crossbow, Rapier
Option 2: Rapier, Short Sword, Dagger
The Cleric
A +2 Strength War Cleric has 4 Armor Slots and has to choose one of the following armor loadouts, since using both heavy armor and a shield require 5 armor slots.
Option 1: Medium armor and a shield = 4 armor slots
Option 2: Heavy armor and no shield = 4 armor slots