As I mentioned in my previous post House Rules, I’ll be going through most of my supplements one by one with explanations, tips and reasonings for some of my decisions. Today I’m going to start with my equipment rules and the custom character sheets I use. A lot of this is gonna be pretty simple and straightforward, but that’s okay, that’s one of the reasons I chose to start here. As we go through a few more of the supplements, you’ll start to see how some of them interact to create desirable rules synergies. I’ve done my best to avoid interdependencies in order keep all of them truly optional, but 1 or 2 of them work best when used together.
I think the most important part of these rules is the actual inventory system. It’s loosely based on Lamentations of the Flame Princess with it’s Stone based inventory system. The basic idea is that instead of tracking pounds or coins of weight you keep things abstract with a Stone of encumbrance being equal to five items. This means all you need to do to check your encumbrance is count up the items on your sheet. I absolutely love this system because it lets players just write down items without worrying about tracking weight and its made tracking encumbrance dead simple during play. However, I’ve found that having 5 items to a Stone is a little too lenient for my tastes and I’ve accordingly reduced it to 4, which is right in the sweet spot that really drives players to make a choice in terms of what they wish to carry.
Next up is the equipment list. Most of these prices are based on Adventurer Conqueror King System, which I look to for a lot of my economic assumptions. The items for sale are mostly pretty standard stuff that you would see in most RPG equipment lists. The exception to this are the healing herbs, which I’ve found help take a little of the sting out of the Save or Die effects (which would otherwise be even more brutal in my game because I use a single saving throw.)
- Snakeroot – 2 in 6 chance of neutralizing venom.
- Mustard Seed – Causes vomiting, 2 in 6 chance of curing poison.
- Poultice – Heals 1 HP if applied overnight.
- Woundwort – Heals 1 HP after an injury.
- Flamewort – Heals 1 HP after a burn injury.
- Rosewater – 2 in 6 chance of curing a disease.
- Belladonna – Cures lycanthropy, but save or die.
- Garlic – Causes a Vampire to cringe for 1d4 rounds.
- Wolfsbane – Lycanthropes struck need to make a save or flee as if turned.
The equipment packs were priced out to each add up to a roll of the 3d6x10 starting gold. I made sure to pick out items a party will definitely need on their first delve. This has significantly sped up the longest part of character generation, although I still allow players to purchase their starting equipment if they’d like (no one has taken me up on this so far.)
Make sure when printing to select “Flip on short edge.” Once the sheet is printed, fold it in half.Generic-Sheet
The file above is a generic character sheet, but I also have class based versions. Note that there are some system-based idiosyncrasies to these sheets (e.g. thieves’ use d6 for their skills). If you would like an editable google-doc version of the character sheets to make modifications to, please email me at Dontworryivegotasword@gmail.com.
Well, that’s all I got for now. The next few posts will probably be shorter, but have more interesting content as we start to cover house rules that are a little less common.