Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts

Friday, December 6, 2019

Encumbrance rules

If buying equipment at char-gen is often a waste of time, keeping track of the weight of each item is often too much even for the fanatic OSR player. Numbers to add and subtract, movement rate to re-evaluate, etc.
The good things is, there are plenty of easier encumbrance systems out there for you to use.


The first link uses a simplified weight unit: the stone.
Most stuff weights one stone (150 coins, several small items, a normal weapon or shield) and a few of them weight a little more (armor, basically).
The link contains also a few notes about the Imperial units vs. the Metric system.

Encumbrance
by DELTA
Encumbrance is one of those fiddly bits in D&D that no one really enjoys (and lots of people just ignore once the game is in progress). [...]
In short, you should just use a coarser unit, one which makes the numbers easier to count mentally, and only have to deal with them when it makes a direct difference on gameplay.
[...]
Encumbrance
Calculating encumbrance can alternatively be done using the old English unit of the "stone" (that is, 14 pounds). For D&D, let's say that 1 "stone" = 150 coins weight. For example, a grown man weighs about 12 stone. 
[...]
Conversions for gear are as follows:
Plate -- 5 stone
Chain -- 3
Leather -- 2
Shield -- 1
Weapon, heavy -- 1
Weapon, light -- 1 per 3 carried
Misc. Equipment -- 1 (total)
[...]
Tiny items are counted only if a character carries a large number of them; such gear as a dagger, potion, scroll, jewelry, etc. can be counted at 1 stone per 6 items, if so desired. Obviously, every 150 coins of treasure adds 1 stone (a backpack or large sack can carry 2 stone worth). 
[...]
Conversions for movement categories follow:
12" Move -- up to 5 stone weight
9" Move -- up to 7
6" Move -- up to 10
3" Move -- up to 20
[...]
http://deltasdnd.blogspot.com/2007/04/encumbrance.html

If you like this system, note that Adam in the comments also proposed a small tuning based on the Strength score:
A Strength 12 man can carry 12 stones of encumbrance and still move 6".
You could make the categories12" = 1/2 Strength in stones9" = 3/4 Strength in stones6" = Strength in stones3" = 2 x Strength in stones (this seems a little high, but 150% of Strength is lower than the top of your current scale).

A further simplified version of encumbrance rules could just track the number of items, without the need to specify their weight. This post by Eric Diaz was directly inspired by the Delta article linked above.

Encumbrance, Movement and the rule of four
[...] Nobody seems to care much for "coin" weights, so a number of alternate systems have emerged. Delta's stone encumbrance is a favorite and an inspiration for this one.
[...]
For encumbrance, a "rule of four" might work quite well to help you remember that a regular character can carry 40 pounds without adverse effects, and up to four times time much, but with one fourth of their speed (if you carry more than STRx3). Combat movement is 40' per round.

I wanted STR to be relevant to encumbrance, so let us say that you can carry a number of 4-pound items equal to you STR. Four pounds is a good weight for a sword, mace, etc, with a scabbard. Two-handed weapons, or shields, counts as two items. Armor is a bit trickier; to keep it easy and quite close to Moldvay, I would make it count as [...] 4/8/12 for leather/chain/plate
[...] 
http://methodsetmadness.blogspot.com/2016/04/encumbrance-movement-and-rule-of-four.html


The article contains a link to a single page pdf with the complete encumbrance rules:
https://drive.google.com/open?id=0B8yC9untvl8NYjNDaHVhMk41ZHc
In the PDF the rules refer directly to a number of items, instead of pounds (while it still maintains a reference to the weight of objects).

A character can carry a number of regular items equal to his or her Strength score before being slowed down. Thus, a character with Strength 12 can carry up to 12 items without penalty.
Any number of items over the Strength score will cause speed to drop to 3/4 of the regular speed and a -1 penalty to various activities. If the number of items is equal to Strength x2, speed is halved and the penalty is -2.
[...]
A standard “item” weights up to four pounds; examples are one-handed weapons such as sword or mace (with belt, scabbard, etc.), a winter blanket, climbing gear, a backpack, a grappling hook, 40’ of rope
[...]
Heavy items such as two-handed weapons, shields, 10 foot poles, winter clothing, etc., count as two items (or more, depending on the case).
[...]
Leather, chain and plate armor count as 5, 10 and 15 items respectively.
[...]
Small items may be bundled together and count as one single item (for example, four knifes, 40 arrows, 40 coins – or 1000 coins if you’re being historical, etc.).


The first article used "stones" as the measurement unit for encumbrance, the second a basic 4 pounds item, then further simplifying in the pdf by simply counting the items themselves instead of their weight.
This is of course very similar to the most popular system now, based on "encumbrance points" and connecting that directly to movement rates. Yes, talking about Lamentations of the Flame Princess.


When I've first read the rules, I had to glance at the character sheet to understand better how it worked, but it's in fact quite simple:
- Every 5 items, it's 1 encumbrance point
- Multiple items get written together (i.e. "arrows") and count as a single item
- Armor and/or oversized items count directly as encumbrance point(s)
- Worn or very small items are not counted


For additional details about the encumbrance of each single item, look at their forum:
http://www.lotfp.com/RPG/discussion/topic/57/help-with-encumbrance-please/


The only part which I don't like too much about the LotFP approach, is that you have a layer of abstraction (encumbrance points) and:
- you track your armor separately,
- you count your oversized items (but have no space in the character sheet for them, unless you use the non-encumbering equipment space),
- you write items in the list and count them by multiples of 5
... then after you've done all this, count your encumbrance points and figure out your movement rate

When I worked on the Black Dogs 'zine, I wanted an even easier system: something that worked by slots and told you right away what your level of encumbrance, and penalties, are.
It's done like this:
- Regular items are written one per slot (as in LotFP)
- Small items are written together in a slot, a few of them
- Armor is not tracked separately, but counts as multiple slots (as a rule of thumb, each point of AC counts as 1 slot)
- Very large or heavy or long or encumbering items count for 2 or more slots...

You have a number of slots equal to CON score + STR modifier (so both stats count... but it works easily with an average of the two, or just using STR, and so on).
So if you have 14 slots, you simply erase (fill with black) all the slots above number 14 on your character sheet.

If you need to carry more than that, you must use the "encumbrance boxes" which have fewer slots. By default, each box is 1 slot + CON or STR modifier (whichever is higher, or whatever you prefer). Again, you simply erase (fill with black) the slots you cannot use.
Note that the slots come with progressive penalties.



Design notes:
- Tracking the weight of each single item, adjusting movement speed and penalties, and so on, is simple but time consuming and therefore encumbrace rules are often overlooked, or turn into a burden for many players
- A simple solution is to use a measurement system with a large base unit, such as the "stone"; a sack of coins is a stone, a weapon is a stone, a large weapon 2 stones, multiple small items are a stone, etc.
- The stone, or a fixed weight, could be used as the base for the encumbrance system. Often these alternative rules use a generic weight which is equivalent approximately to the weight of a one-handed weapon, a piece of gear, a sack of coins (heavy items count double or triple, small items are bundled together)
- This allows to move from a weight-tracking system, to simply counting items
- Which is what LotFP does: every 5 items is 1 encumbrance point, armor and oversized items count for 1 or more enc. points, very small items do not count... and you get a movement rate based on your encumbrance level (number of points)
- In the Black Dogs 'zine, I mixed those ideas in what I felt was a very functional character sheet: items go in slots, armor takes multiple slots (i.e. one per AC point), large items take multiple slots... and when you're out of regular slots, you write in the encumbrance slots which give your character progressive penalties

Friday, November 22, 2019

Starting Equipment

When making a new character, one of the most time consuming parts of the process, is selecting and buying equipment.
There are several ways to speed up the process, and here we present a few of them.

Random starting packages are great because not only they save time (a huge amount of it if you have even just one or two players which are prone to decision-paralysis...) but also because by giving your players some random items, they encourage them to think outside the box and find creative solutions.


The first link contains an exmple of a starting package of standard dungeon gear. This is a very basic approach - a fixed price for a reasonable selection of dungeoneering equipment.
Of course, you may want to improve this by creating a few packages of your own, tailored to different needs and with different prices.

Standard Starting Equipment Package
by Al
Ming's Tavern has long been a popluar watering hole for adventuring types [...] Recognizing this, Ming has started a sort of side-industry, selling "Ming's Essential Dungeoneer's Kits" (or "MEDKits" for short), usually admonishing loudly bragging adventurers as they head out the door, "what're you gonna eat down there, your axe?"
[...]
Ming's kits cost a mere 15gp and weigh only 15lbs. They usually include:
Backpack
Bedroll
Flint & Steel
Grappling Hook
Hammer
Trail Rations (4 days worth)
Waterskin
Hemp Rope (50')
2 15lb-capacity sacks
Iron Spikes (5)
Torches (10)
Oil (1 pint)
Ming's Fat Lip Lager (1 pint)
Wooden Holy Symbol of Ylalla
[...]


Where a "package" has the advantage of simplicity, some organized lists can still make a difference in terms of saving your players a significant amount of time at chargen, while still allowing them to make meaningful choices.
Note that in this post, characters also get some common basic equipment besides what's in the lists, and some gear based on their class.

Starting Equipment
[...]I'm aiming for fast (10min) character generation. Thus I have replaced starting monies and pouring over equipment lists with "pick an item from each column" detailed below. Which I'm hoping will be faster than "shopping". If not, table is setup for rolling randomly. I stocked it with old-school dungeoneering equipment to help develop the tone and style I hope to achieve in this campaign.
[...]
- Everyone has a belt, shoes, cloths, and cloak of common/poor variety.[...]
- Elves get an ash longbow, quiver and 40 arrows.[...]
- Religious types start with an appropriate holy symbol of the non-fancy type.[...]
- Pure fighters get an additional weapon of their choice from any of those listed below.[...]

Pick one item from each column:
NUM weapons1 weapons2 armor misc1 misc2
1 2 flasks oil lantern       potion heal   holy water flagon of wine/ale/whiskey
2 4 javelins   shield        2d6x10cp      pot helm   holy symbol
3 caltrops     The Deck draw better cloths chalk      charcoal "pen" & 4 sheets of papyrus
4 1h dagger    1h dagger     padded        2 lg sacks 4 person tent
5 1h sword     sling         leather       10 ft pole hammer & 10 spikes
[...]


Different characters - different classes - of course have the need of different gear. We've seen in the previous post that some basic equipment could be given to each class, but you could also make different lists for different classes.
In the post below, Brendan goes back to the concept of "packages" instead of single items in multiple lists, and provides the entire starting gear with a single 3d6 roll.
The nice thing is that with a single roll you get the entire selection of your character's starting equipment (the fastest method) with focus on your class (nice!) and with differences among the various characters (always good to keep the 3d6 randomness).
Also, if you read the entire article (which you will, because you definitely want to print out that table for future reference), you will notice that there was careful planning in writing the lists; they are not just a random selection of stuff... they keep in mind balance and prices and so on.
Also, Brendan provides a few sample re-equipping packages with their cost.

OD&D Equipment
[...] In OD&D, one is instructed to roll 3d6 * 10 for starting GP and buy all equipment manually. Here is a one-roll method which uses a 3d6 table. This table has 64 different starting packages, one for each class at each potential starting wealth level. I built it strictly using the prices and equipment in Men & Magic, so should be useful in any vanilla OD&D game. Buying equipment has traditionally been the most time consuming part of creating a D&D character, but hopefully this can speed the process up.
[...]

TABLE FOR STARTING EQUIPMENT

3D6 CLERIC FIGHTER MAGIC-USER THIEF
3 cudgel, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, 4 GP spear, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 3 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 4 GP cudgel, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 4 GP
4 cudgel, shield, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, wooden cross, 4 GP cudgel, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 1 GP 2 daggers, 6 torches, backpack, waterskin, 1 week iron rations, 2 flasks oil, 50′ rope, 7 GP cudgel, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 1 GP
5 mace, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, wooden cross, 5 GP leather armor, morning star, dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 3 GP dagger, backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations, 10′ pole, 7 GP cudgel, dagger, sling, pouch with 20 sling bullets, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 6 GP
6 quarter-staff, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, 12 iron spikes, wooden cross, 3 stakes & mallet, steel mirror, 10 GP leather armor, battle axe, hand axe, dagger, sling, pouch with 20 sling bullets, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 7 GP dagger, 6 torches, backpack, waterskin, 1 week iron rations, 50′ rope, vial of holy water, 9 GP sword, dagger, leather armor, 6 torches, backpack, waterskin, 1 week iron rations, 10′ pole, 9 GP
[...]

One could roll d4 on this table to select the contents of a beginning cleric scroll.
1 - Light (C 1, MU 1)
2 - Detect Magic (C 1, MU 1)
3 - Protection from Evil (C 1, MU 1)
4 - Detect Evil (C 1, MU 2)
[...]

BUNDLES FOR RE-EQUIPPING

Budget explorer (22 GP): backpack, waterskin, 6 torches, 1 week iron rations
Deluxe explorer (39 GP): backpack, waterskin, lantern, 4 flasks oil, 1 week iron rations
Budget vampire slayer (10 GP): 3 stakes & mallet, steel mirror, wooden cross
Deluxe vampire slayer (73): 3 stakes & mallet, silver mirror, silver cross, vial of holy water, garlic
Werewolf slayer (35): 5 silver tipped arrows, wolvesbane
Heavy infantry (83): plate armor, shield, helmet, sword, dagger
Budget infantry (19): leather armor, spear, dagger
Archer (78): leather armor, longbow, quiver of 20 arrows, sword, dagger
Skulk (24): leather armor, dagger, 50′ rope, belladona
Spelunker (6): 50′ rope, 10′ pole, 12 iron spikes, 3 stakes & mallet
[...]
http://www.necropraxis.com/2012/07/20/odd-equipment/


This last post presents yet another approach, again with a mix of lists and random rolls.
There is a d8 roll for armor (modified by class, and which can give you extra rolls for weapons or shields), then a roll for a shield, then for weapon(s) (melee and ranged), then additional gear, mounts, a fixed list of other gear by class, and finally additional money.
It's another approach, which still keeps some balance between lucky rolls and reasonable lists, and gives each class a boost where it matters.

Random Starting Equipment Charts
by Chris Kutalik
Buying gear for a starting character in old school D&D is often the most time-consuming step. For some players this is a favorite ritual. Should I go for that silver dagger this time or a mining pick and a bag of caltrops? Do I really need that lantern?
[...]

Armor (Roll d8)
Cleric, +1 to roll
Fighter +2
Thief, Druid: leather automatically
Magic User, Illusionist, Monk: no roll

1,2,3 Leather armor **
4
Studded leather *
5, 6 Scale mail
7,8,9 Chain mail
10 Splint or banded mail
11 Plate mail

* 1 extra roll on weapon or shield chart
** 2 extra rolls on weapon or shield chart
[...]

Shield (Roll 1d6 only if extra roll indicated)
[...]

Melee Weapon (Roll 1d6)
Clerics, Magic Users, Illusionists hand weapon only

1,2 Hand weapon (dagger, hand axe, short sword, mace, morningstar, staff, spear)
3,4
Medium weapon (long sword, battle axe, rapier, scimitar)
5 Polearm (polearm, pike)
6 Two-handed weapon (two-handed axe, two-handed sword, bastard sword)
7 Quality weapon of choice (+1 damage)
[...]

Missile Weapon (Roll 1d6)
[...]

Adventure Packs (Pick one)
All packs come with backpack, two small sacks, bedroll, water skin, tinderbox, and one week of iron rations
Pack A (10 oil flasks, lantern, shovel, two caltrops, whistle)
Pack B (10 torches, 10 pieces of chalk/charcoal, blank scroll, mirror, crowbar)
Pack C (five torches, five oil flasks, 60 ft. rope, grappling hook, wooden pole)

Class-based equipment
Fighter, Ranger, Paladin: extra weapon roll, 10 gp starting
Cleric, Druid: holy symbol, 10 gp
Thief: Thieves tools, 5 gp
Magic-User, Illusionist, spellbook, 5 gp
Monk, 2 gp



All these posts leave the concept of Encumbrance and equipment weight aside. Probably because they assume you will look up the weight of each single item on your rules, or use whatever system for encumbrance you desire.
Personally, I would never use anything that is not slots-based. It's the year 2019, almost 2020. There is no reason to use anything different than a slots-based system for encumbrance.


Design notes:
- Browsing the equipment list and deciding what to buy and what to carry in the dungeon, is one of the most time consuming activities at chargen, and may take up time also before any expedition
- Building "packages" with different selections of gear and different prices will save precious time at chargen and also when restocking supplies between adventures
- You can also build a few lists, to maintain some freedom of choice for the players, while still speeding up the process
- For example there could be one or more default items (everyone gets these)
- One or more pieces of gear depending on the class (get all or select a fixed number of them)
- And a certain number of lists; they could either have a price or you could select one item from each list, etc...
- Lists are good also for random selection
- The more detailed and useful articles present default starting lists of equipment divided by class, and with a random 3d6 roll in order to determine what you get
- You can also have lists by topics (armor, melee weapons, ranged weapons, mounts, etc.) and selections of basic default gear by class

Friday, December 14, 2018

Black Dogs zine - issue number 7

Less than a month ago it was an adventure, The Village and the Witch...
Now it's a new issue of my fanzine, the Black Dogs - issue number 7.
(Don't get used to this, it has been a coincidence and I expect 2019 to be different, with a much slower publishing rate)

It has been a year of publishing the Black Dogs, and although there are a few things that I would like to have done differently (read: better), I am quite proud of the result. I also would love to go back to the previous issues and fix a few things, improve some others, etc., but life always gets in the way. Perhaps in 2019...

Issue VII contains: creatures that are not elves, some words about dwarfs, quick-start adventuring gear, an adventure in Balthergar and some swamp monsters.

Download and POD on Drivethrurpg:
https://www.drivethrurpg.com/product/257183/Black-Dogs-zine--issue-7

Print on Lulu:
http://www.lulu.com/shop/daimon-games/the-black-dogs-zine-issue-7/paperback/product-23848481.html

This product is an independent production by Daimon Games and is not affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.