20161119 “The Item Update”Note: All the topics below contain valuable discussions and information but the one labelled
**Primary is the oldest / original topic that I can find so is probably the best to use to continue discussions on the same topic.
**Primary Equipment Maintenance and limits [OP: March 27th, 2012, 4:40 pm]
Inventory rules [OP: April 3rd, 2016, 11:54 am]
Limit to number of items in same "slot"? [OP: July 29th, 2019, 3:19 am]
This update is an unusual one as it is less about modifying the rules and more about explicitly stating items and their properties in a systemic manner for clarifications and to act as a framework for any added items and to form a basis for introducing labels or better iconography to make item attributes or properties more intuitive for players
Capacity LimitsWorn items can only be equipped/changed between quests. The exception is if you find something new during a quest. Then you have the option of equipping it immediately.
Problem: There are no limits in the base game on the amount of equipment, weapons and so on that Heroes can carry. Whilst this isn’t an issue at the start of the game with time Heroes start to amass a lot of kit. Many don’t see this as an issue, but it means that players don’t have to make a choice about what equipment and weapons they take into the Dungeon, they can simply just take an array of kit for every occasion, and a kitchen sink to wash up in after every fight!
This in turn then causing lots of complicated situations and subsequently house rules to resolve those situations, for example – can I shoot with my crossbow whilst still using my shield, before switching to my battle axe in one hand to get my 4 attack dice and still being able to throw a dagger with my other hand and then switching back to my shortsword and shield in time to get the extra defend die against the monster attacks (and in fact whilst I’m juggling all this hand held kit I also want to change my armour for the fire proof version in time for the dragon trap to kick in and can I do all the above whilst quaffing a potion and still be able to keep my hands free to climb out of a pit trap without any movement penalty)?
Allowing all Heroes to carry unrestricted amounts of kit also dilutes the need to have balance within the party, if each Hero has a battle axe for certain types of combat, a crossbow for ranged combat, a longsword and shield combo for diagonal attacks, an array of daggers for good measure and a plethora of artefacts – hold on I’m attacking an Undead let me sort through my filing cabinet of artefacts to select the one that gives me the best Undead bonus – then each becomes a one-man band, which isn’t great in a game that should encourage Heroes to work as a team.
Proposal:See the carrying limit rules but in summary.
All items to be labelled with a size "Large", "Medium" or "Small" (for ease of use assume every item is "Small" unless otherwise stated)
• Large = Crossbow, Bow, Shield, Battle Axe, Spear, Staff
• Medium = Shortsword, Longsword, Hand Axe, Dagger, Broadsword
And that characters have 10 available slots;
• 2 that can be used to carry items of any size
• 2 that can be used to carry small or medium size items
• 6 that can be used to carry only small items.
Worn items are treated separately, as is treasure.
#A new category of treasure “Special Treasure” has been created that includes all magic items that are sufficiently rare that they are not found in the Treasure Deck and are not truly artefacts – because they are limited use rather than permanent and are not unique
Note: This includes potion purchased from the Alchemist’s Shop and the Elixir of Life has been moved to this Special Treasure category.