Is there a link to the encumbrance rules?
So we are playing the Feral Shore next week (I really want to commit to getting back going forward in this year with...
So we are playing the Feral Shore next week (I really want to commit to getting back going forward in this year with the eventual retirement of Revoca). Here is the recap and update y'all wanted (the linked piece being an updated version of my previous update, make sure to read the stuff here in this post). Recap The Feral Shore is currently three months behind Revoca in the space/time continuum. Players can take the opportunity now to conduct a week of downtime activity before the session next week. (Some sites in the Weird bend time so I am not going to overworry integrating the two play groups.) What Happened Last Session and During Downtime: 1. The party killed Milos the creepy hedge wizard of the Deermen in the wooded river basin to your west. Total treasure hauled out (and this was never posted) from furnishings and ancient coins totals 3,100 gold suns and a collection of three filigreed and magically-balanced spent-uranium throwing axes (+1 and an additional 30' of ran...
It's basically each item counts as a slot and your STR is the number of slots you have available in your magic backpack.
ReplyDeleteI'd add as the source of these rules that I made the following concessions to the need for equipment.
ReplyDeleteA) Torches are 3 to a slot.
B) Throwing weapons (knives, axes, javelin, ninja stars) are 3 to a slot - though with my OD&D rules these all did damage at disadvantage in melee. Presumably a black hobbit's bombs as a unique magical weapon would also be treated like this?
C) Oil is one a slot - 'cause it's a freaking bomb.
D) Jewels and jewelry are not a significant item - coins are 500 a slot - less then 500 not a significant item.
E) I had an item called a "Specialist kit", thieves tools is an example. It was needed to do one's skills (engineering, chemics, survival, picklock, etc) but interestingly it could also contain stuff that was weird if you could explain why it would be in a kit. Like if an engineer says "I pull out my an oil can" ok - fine, makes sense. For stranger or more valuable small items (say a strip of magnesium) and it still makes sense (sort of) character can roll under wisdom to have it. Also each item can only be claimed once a session and only exists in a reasonable amount - like one magnesium strip, not enough to make a huge bomb.
F) Items like flint and steel, a pen, paper for etchings etc are not significant - they don't count.
Oh this was the original post on it:
ReplyDeletehttp://dungeonofsigns.blogspot.fr/2014/10/hms-apollyon-exploration-rules-and-my.html#more