In my last post, I struggled a bit to determine the DC for “encumbrance as encounter,” or a Weariness check as I dubbed it. I got a lot of positive feedback on the post, but Noah pretty fairly pointed out that there’s still a lot of work getting in the way of the fun in documenting encumbrance as suggested. I agree, and at the time I was thinking that a highly customized character sheet was really the only good way to make it simple. I essentially repeated the sentiment to Harley and expressed the additional difficulties I was having thinking how to incorporate it with DCC specifically, given the armor check penalty already incorporated in those rules. I had a few different thoughts on tweaks and revisions I could make to fit it into DCC, and how a sheet would look that would make it less difficult to track in any D&D-ish system.
Until tonight, when I realized that DCC’s armor check penalty not only didn’t need to be modified, but that it actually could be the key to really simplifying this for any D&D-like game, and not requiring a major character sheet overhaul. Here’s what I’ve got …
In my last post, I jumped off from Brendan’s thoughts on lighting as encounter with a couple of ways to simulate the passage of time, and as usual my personal favorite is the playing card method. Last night, while perusing the LotFP Rules & Magic book for no particular reason, I started thinking about it some more, and I think there’s more that can be handled by the “four suit” method. (To recap, base encounters on playing cards and torches go out every time all four suits have been drawn.)
First, one tweak I’d make to lighting in particular. I previously suggested that lanterns should run out of oil every other time the four suits are drawn. Even as I wrote this I didn’t love it, as one of the goals of the card method is to keep things very simple: Every time you draw X, then Y happens. I noticed in LotFP, lantern oil lasts a full 24 hours, and while this is a bit more generous than I’m inclined to be, it did lead me to my solution. Every time torches go out, there is a 1-in-3 chance that lanterns run out of oil as well. This makes lanterns theoretically infinite, but the odds are low.
Originally posted by Brianna Heine on the other (now defunct) version of this site.
First off let me apologize for posting this so late. I was sick last week and just didn’t have the capacity to focus on reading and writing.
Many readers of my previous post, understanding that I planned on tackling the topic of systems in this one, suggested a fair number of resources that might assist me in choosing an appropriate system. That being said I really didn’t have all that much time to read everything I wanted to get to. Instead I read reviews and forums on these games and did my best to get a working knowledge of them. It turns out that a lot of developers have already been influenced by the Hyborian Age.