Hi,
I've finished my first session of ToA and I'm preparing Port Nyanzaru and the rest of Chult now. Since there's such a great focus on navigation, foraging, water consumption and general preparedness, I'd really like to introduce a more sophisticated inventory system instead of just hammerspace.
I came across the following: http://rottenpulp.blogspot.dk/2012/06/matt-rundles-anti-hammerspace-item.html
I like the idea of a visual inventory that is still easy to keep track of. This should be easy for the players to manage, but my problem is how I can reward strong characters (who should be able to carry more) or "punish" less-than-10-str characters.
What do you think of the linked system? Or do you have other ideas/experiences? I know encumbrance gets boring and frustrating fast, and that's why I am looking for a simple and elegant solution. We're playing Meatgrinder mode, so my players are up for a challenge.
Thanks!
I've finished my first session of ToA and I'm preparing Port Nyanzaru and the rest of Chult now. Since there's such a great focus on navigation, foraging, water consumption and general preparedness, I'd really like to introduce a more sophisticated inventory system instead of just hammerspace.
I came across the following: http://rottenpulp.blogspot.dk/2012/06/matt-rundles-anti-hammerspace-item.html
I like the idea of a visual inventory that is still easy to keep track of. This should be easy for the players to manage, but my problem is how I can reward strong characters (who should be able to carry more) or "punish" less-than-10-str characters.
What do you think of the linked system? Or do you have other ideas/experiences? I know encumbrance gets boring and frustrating fast, and that's why I am looking for a simple and elegant solution. We're playing Meatgrinder mode, so my players are up for a challenge.
Thanks!
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