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Tracking Encumberance & other smaller things.
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<blockquote data-quote="the_redbeard" data-source="post: 6643672" data-attributes="member: 22644"><p>I use a variation of this. </p><p></p><p>My modifications: rests require a set amount of rations and water and healing hit dice requires consumables; each are linked to encumbrance. How much you rest and heal is linked to how much you carry, but the more you carry the more you may be encumbered and the less treasure you can carry.</p><p></p><p>Another modification: our group usually has a "treasure recorder" (aka quartermaster) each session. I made a sheet that the 'quartermaster' uses, with a column for each player. Before play, each player notes how many free slots their characters have before they go down an encumbrance category. When treasure is picked up, the quartermaster records which character (or henchman) is carrying the goods and lets us know if anyone becomes encumbered. </p><p></p><p>The benefit: with little increase in play time (minor set up overhead) we get accurate encumbrance reflected during the game. This has actually made for some intense sessions when hoards are discovered and players start making choices of dumping equipment to carry more loot. As they get more treasure, we know if they slow down. Slower movement means more wandering monster checks as well as it being more difficult to 'run away, run away.'</p><p></p><p>Plus if the henchman gets charmed, killed, or runs away in fear we know what they were carrying. (DM laughter!)</p></blockquote><p></p>
[QUOTE="the_redbeard, post: 6643672, member: 22644"] I use a variation of this. My modifications: rests require a set amount of rations and water and healing hit dice requires consumables; each are linked to encumbrance. How much you rest and heal is linked to how much you carry, but the more you carry the more you may be encumbered and the less treasure you can carry. Another modification: our group usually has a "treasure recorder" (aka quartermaster) each session. I made a sheet that the 'quartermaster' uses, with a column for each player. Before play, each player notes how many free slots their characters have before they go down an encumbrance category. When treasure is picked up, the quartermaster records which character (or henchman) is carrying the goods and lets us know if anyone becomes encumbered. The benefit: with little increase in play time (minor set up overhead) we get accurate encumbrance reflected during the game. This has actually made for some intense sessions when hoards are discovered and players start making choices of dumping equipment to carry more loot. As they get more treasure, we know if they slow down. Slower movement means more wandering monster checks as well as it being more difficult to 'run away, run away.' Plus if the henchman gets charmed, killed, or runs away in fear we know what they were carrying. (DM laughter!) [/QUOTE]
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