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Help me Houserule 5e Equipment & Items
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<blockquote data-quote="Merlecory" data-source="post: 9773241" data-attributes="member: 7045536"><p>Some questions/thoughts:</p><ul> <li data-xf-list-type="ul">How interested are you in changing other systems to give more space to equipment? For example: <em>Leomond's Tiny Hut </em>says that the "atmosphere inside the space is comfortable and dry, regardless of the weather outside." This certainly makes it a nice spell for the wizard on the go, but does mean a nicer tent is a lot less valuable. </li> <li data-xf-list-type="ul">Are you interested in including services in this thread? Do you want to think about how much it might cost to barter passage on a ship or join a traveling caravan?</li> <li data-xf-list-type="ul">I think 5e is missing equipment (and lots more) because the designers seem to think mostly about combat, and forget the rest. Rope is given a weight, an HP, and a DC to break it if you are tied up. It doesn't say anything about how much weight a rope can carry before breaking. Here is my suggested add on rule: <em>A rope can carry 300 lbs without breaking. When you exceed that load, roll a d6. On a 1, the rope breaks. For every 50 lbs above that limit, add a number that can break the rope (351 lbs breaks on a 1-2, 401 lbs breaks on a 1-3). </em></li> </ul></blockquote><p></p>
[QUOTE="Merlecory, post: 9773241, member: 7045536"] Some questions/thoughts: [LIST] [*]How interested are you in changing other systems to give more space to equipment? For example: [I]Leomond's Tiny Hut [/I]says that the "atmosphere inside the space is comfortable and dry, regardless of the weather outside." This certainly makes it a nice spell for the wizard on the go, but does mean a nicer tent is a lot less valuable. [*]Are you interested in including services in this thread? Do you want to think about how much it might cost to barter passage on a ship or join a traveling caravan? [*]I think 5e is missing equipment (and lots more) because the designers seem to think mostly about combat, and forget the rest. Rope is given a weight, an HP, and a DC to break it if you are tied up. It doesn't say anything about how much weight a rope can carry before breaking. Here is my suggested add on rule: [I]A rope can carry 300 lbs without breaking. When you exceed that load, roll a d6. On a 1, the rope breaks. For every 50 lbs above that limit, add a number that can break the rope (351 lbs breaks on a 1-2, 401 lbs breaks on a 1-3). [/I] [/LIST] [/QUOTE]
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