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Equipment = Move Silent Penalty?
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<blockquote data-quote="Water Bob" data-source="post: 5840067" data-attributes="member: 92305"><p>You're probably right.</p><p> </p><p>I care, but not enough to bog the game down. Then, I thought of this card system (it started as a notebook paper system, but I cut it down), and this seems to be working fine. You fill out two dozen or so cards when the character is created--not really a problem. I don't make the cards too detailed--just the important info. Notes are made on the cards as information becomes important. For example, I wouldn't write down a sword's hit points unless it was damaged. If a sunder attempt was successful but did not break the sword, then I'd have the player simply record the sword's hit points at that time.</p><p> </p><p>Visualizing equipment on the character is really key. And, you're right about a lot of players not really knowing what equipment they have. I'm finding that, with this system, the equipment is more "in their face".</p><p> </p><p>It's easy to leave things behind--just hand those cards to the GM.</p><p> </p><p>It's easy to give equipment to other players--just hand them the specified card.</p><p> </p><p>It's easy to see what equipment was affected by a breath weapon--grab all the cards from the same specific body location.</p><p> </p><p>It makes it easy if the GM wants to make the PCs spend money on mundanes like clothes--it's easy to damage or destroy specific items. </p><p> </p><p>The system is maybe not for everybody, but I like it.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>Agreed. And, interesting thought about not letting the player know....but I think I should at least give him a chance to drop equipment and avoid the penalty--Conan on bare feet with dagger in his teeth, so to speak.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5840067, member: 92305"] You're probably right. I care, but not enough to bog the game down. Then, I thought of this card system (it started as a notebook paper system, but I cut it down), and this seems to be working fine. You fill out two dozen or so cards when the character is created--not really a problem. I don't make the cards too detailed--just the important info. Notes are made on the cards as information becomes important. For example, I wouldn't write down a sword's hit points unless it was damaged. If a sunder attempt was successful but did not break the sword, then I'd have the player simply record the sword's hit points at that time. Visualizing equipment on the character is really key. And, you're right about a lot of players not really knowing what equipment they have. I'm finding that, with this system, the equipment is more "in their face". It's easy to leave things behind--just hand those cards to the GM. It's easy to give equipment to other players--just hand them the specified card. It's easy to see what equipment was affected by a breath weapon--grab all the cards from the same specific body location. It makes it easy if the GM wants to make the PCs spend money on mundanes like clothes--it's easy to damage or destroy specific items. The system is maybe not for everybody, but I like it. Agreed. And, interesting thought about not letting the player know....but I think I should at least give him a chance to drop equipment and avoid the penalty--Conan on bare feet with dagger in his teeth, so to speak. [/QUOTE]
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