by Thrawn » March 27th, 2012, 11:40 am
One of the things that always bothered me with HQ is that heroes just build up massive ammounts of equipment.
I find that over time, discounting artifacts, players tend to carry a battleaxe, a longsword, and a crossbow for weapons, so that they get maximum dice for normal, diagonal, and ranged attacks. Then heroes have a pile of extra weapons, weather they were found in dungeons, or were obsolete weapons that had been replaced by an upgraded weapon. There is no downside to carrying all of this, and there is actually an advantage to stacking up weapons, just in case you run into something like a rust spell or a special statue that breaks weapons. (I actually introduced D&D rust monsters at one point, with the intention of getting rid of lots of equipment, but that tends to get rid of "good" weapons they just buy back, and encourages a bigger pile of weapons just in case they meet another one.)
Armor is a similar situation, where there wasn't a reason to get rid of spairs.
A couple of ways I've thought about limits (but not necessarily using both at the same time.)
1) Maintenance - Characters must pay 10% of the cost of all equipment each quest for repairs and such. Heroes could still carry a lot of stuff, but the more they carry, the higher the costs.
1A) Artifacts could either be assigned values as well, or could be made immune to maintenance.
1B) Failure to maintain could have a couple different effects. The easiest is that the item would be crossed off. A more complex method would be that the item loses 1 die of quality, with each additional missed maintenace dropping a further die. A 0 die item would be destroyed, and an item could be restored for 50% of the original cost of the item.
2) Limits - Max limits on equipment could be set, where a hero simply couldn't carry more.
2A) Weapons - 2 weapons max + 1 dagger (a weapon can be replaced by 5 daggers, so you could carry 11 daggers, or 6 daggers + 1 weapon)
2B) Armor - You can carry 1 helmet, 1 shield, and 1 armor.
The second system is far more inflexible, but really simple to handle. The earlier system adds a lot of potential bookkeeping (which I'm kind of against) but also clears out excess gold (which is good.)
What methods have others used to limit equipment over time?