Level Up (A5E) Advanced Journeys &Exploration Challenges

xiphumor

Legend
That sounds like a very different article. :)

The Supply as mundane equipment is definitely something I plan to pursue. Having seen such concepts in other games, I find it works really well. YMMV of course.
That’s your choice, but I’m just letting you know that I actively dislike it. It feels weird to have bought sandwiches for your trip only to later declare that means you have black powder handy. It also discourages me from finding creative solutions to problems using what I have on hand. It also makes certain features like the Artificer’s Tactical Chemistry irrelevant.
 
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Selganor

Adventurer
Exactly, there are some rules in A5E that I don't like (and intend to ignore in my games) but for some specific games (or situations) it might be useful to have those rules that someone took the time to develop.
 

Distracted DM

Distracted DM
Supporter
There's very much a different mentality between the schools of thought re: equipment. I think the two extreme ends (without getting slippery slope silly) are:

1. Buy each individual tool, supply, equipment etc. If you don't have a tool when you need it, say some chalk or charcoal and a parchment to make a rubbing, then you're out of luck.

2. Buy a "sack of equipment." When you want a tool etc. either roll to see if the sack has it (maybe based on cost or rarity), or the sack has it and roll to see if you've decremented a "sack die" whittling down said equipment sack as you use things from it.

I see the appeal of both... I just don't know what the right answer is; probably because it's down to personal preference and how your game feels/works. I stick CLOSER to #1 but I've definitely let players purchase certain tools etc. retroactively in the past because their characters would have thought to bring such things, even if the player didn't... usually because they've come up with a very cool idea that I love. However, I DO make sure the spellcaster players purchase specific costly components beforehand; a handful of gold won't turn into a 500gp diamond.
I don't love the inconsistency, but that's where I've landed so far.
 

Selganor

Adventurer
The Supply as mundane equipment is definitely something I plan to pursue. Having seen such concepts in other games, I find it works really well. YMMV of course.
But the Supply "cost" for equipment shouldn't just be based on weight and somehow include gp cost otherwise (right now) you'd spend 2 Supply for a hemp rope but only 1 for a silk rope (that costs 10 times the cost of the hemp rope but weighs half)
 


Faolyn

(she/her)
When I was discussing Supply with my players, one of them thought their nebulous quality was really cool--they have an ability similar to that in the MotW game I'm running, where they can roll do see if they have a particular item. So I have a feeling that at least some of my people will like this.
 

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