Wednesday, November 1, 2017

More Thoughts

Here is a grab-bag of other thoughts about campaign set-up




OTHER THOUGHTS:


Encumbrance:


Each character can carry a number of items (“THINGS”) equal to his Strength Score.   If he carries more THINGS than this, he suffers a -1 penalty to all rolls and -5 feet to movement for each additional THING.    A sack of 1000 coins (about 10 pounds) counts as a THING.




Injury:


In order to encourage the use of multiple characters during the campaign, let us say that if a character is wounded below 1 hit point during a session, then he must sit out the following session and one of the player’s other characters must be used.   This mandatory rest session happens even if the character gets back on his feet and continues to act during the session where he was injured.   It can be put off for a session if there is a legitimate story reason for him to keep going (the quest is in progress and we stopped in the middle of the action etc.).


 


Sailing Off




We should come up for reasons for people to sail ‘back home”, off map.   It should take a minimum of 1d6+6 days to get home (with the d6 being able to “Ace”), and with perhaps sailing during the Winter being impossible.   Perhaps one would need to do this to recruit farmers or craftsmen for one’s lands,   to trade a magic item for a different one,  or stuff like that.   One would have to spend time in the home country, and then have to sail back of course.  



Multi-Classing


I’m kind of against using multi-classing.   There seems to be enough options for characters with multiple powers to make it unnecessary for story purposes, it just seems to be twink-tastic to me.

7 comments:

  1. Encumbrance question - Are we listing an encumbrance on items that are more or less than one "thing?" Or are we just assuming that anything that could be lifted is always one "thing." Do we need to buy "things" to hold our "things" or does this just assume the folks have belts, straps, bags, backpacks, belt pouches, and scabbards to hold "things?"

    ReplyDelete
    Replies
    1. I think we keep it simple, any object is a "thing." A shield--1 thing, armor--1 thing, potion--1 thing. It's just a quick and dirty means of getting people to prioritize, without getting bogged down in detail.

      I would expect people to belts, back packs and sacks those things, but they won't count as things.

      Delete
  2. Injury - I like this idea! It makes PCs not want to go below 0HP without making the penalty outright death.

    ReplyDelete
  3. Sailing Off - I'm for this in practice, but I'm not sure what the purpose would be for other than for story. Could there be a benefit associated with sailing off? Maybe access to better markets for armor, equipment, spells, or henchmen?

    Maybe we consider a list of "downtime actions" our PC trees might do while offstage with sailing off being one of the choices?

    ReplyDelete
    Replies
    1. I figure there's going to be a lot of stuff that will be easier to get on the mainland, details to come.

      Delete
  4. Multi-Classing - If you are against it, you don't have to do it! I agree that there are already so many options that a PC shouldn't even have to multi-class, but who are we to judge someone's poor choices for their PC?

    ReplyDelete
    Replies
    1. It's not necessarily a "poor choice", it's just a munchkiny choice

      Delete