Play testing is still going on and at two games a week I hardly have time to think about posting updates. I updated the Roll20 character sheet, adding in a calculated encumbrance field and updating the inventory page to make it easier to manage. I also put in some dedicated slots for food etc. I wanted it to be more prominent so that it would get used. Also I named the inventory boxes so if one was so inclined they could use the storage locations for random events or to track when players drop their packs etc.
The example below shows this character with (10 STR) can carry 7 weight before becoming encumbered. On the sheet you see rations (1), 7 torches (most of 1 so 1), 1.5 wt of coins (1, noted to be in bag), in the backpack 50' rope (1), and in the sack, a pair of heavy candle holders (1) so 5 on this sheet but also if you add two more light weapons to go with that crowbar and her armour then she's at about 6 'weight'. That number is beside the can carry number in a box marked 'current' and managed by the player. If STR drops due to wounds, well then its pretty easy to see when you have disadvantage. This is still somewhat manual, but its easy enough to eyeball, which is how it needs to be to work.
I did change the base amount of weight that a character with 0 bonus gets to 7. I wanted characters with low STR to be able to carry at least 3 weight which is actually a lot more stuff than 2 weight given the way small items glob up*. The next update of the rules will reflect this and also I'll be tweaking weights for some bulk items like rations etc. I also make reference to the fact that hired help does not generally need to worry about the disadvantage that comes with being over-encumbered so those guys you can load up a lot more. However if the guy carrying all your food, tools and water is killed you're going to have to make some decisions about your other gear. Also if you load a poor torch bearer up with coins and treasure, he might just disappear on you. All these things I think make for interesting play.
It's all opt in of course, but I've been pushing it in play and I think it does make exploration style games much better when you use something to track these resources and even a simple system like this is plenty good to manage it.
*glob up is a pretty good way to describe grouping different things into abstract categories.
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