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This is an equipment sheet designed to be used with the Encumbrance by Stone rules I posted yesterday.

Encumbrance by Stones - Equipment Sheet
(click for PDF)

USING THE SHEET

Using the sheet is really where this system comes alive, because it basically makes tracking encumbrance as easy as listing what you’re carrying.

Armor/Shield/Weapons: The assumption is that your currently equipped armor, shield, and weapons will be listed for reference on the front of your character sheet. You can jot down the current encumbrance values for these items in the spaces provided in the lower right hand corner of the sheet.

Coins/Gems: These are listed in the upper right and their encumbrance calculated as shown. (To quench the “I have one coin and it apparently weighs a ton” complaints, you can allow players who carrying 20 coins or less to list them as “loose change” in the miscellaneous equipment section.)

Heavy Items: This section is for listing anything that qualifies as a heavy item (i.e., weighs 1 or more stones all by itself).

Miscellaneous Items: The heart of the sheet. Simply list everything you’re carrying in bundles of 20 or less. When you’re done, you can immediately see how many stones of miscellaneous equipment you’re carrying. Bam.

Add Misc. Equipment + Heavy Items + Coins/Gems + Armor + Shield + Weapons = Total Encumbrance. In practice this is all single digit arithmetic and adjusting your encumbrance on-the-fly during an adventure is practically automatic.

Moved equipment to your horse? Picked up a bunch of treasure? Throwing away your shield in order to run away from the goblin horde at your heels? It can all be done in seconds.

TIPS AND TRICKS

Stored Items: This section of the sheet is for anything you own that isn’t currently being carried by your character.

Inventory of Gems: These are tracked separately to make calculating coin/gem encumbrance easier.

Containers: This area is used for listing containers in use (which don’t count against encumbrance). Empty containers should be listed as miscellaneous equipment. There are two easy methods for tracking which items are in which container:

(1) List miscellaneous equipment slot numbers next to the container.

(2) Put a symbol (star, circle, square, etc.) next to the container, then mark items in the container with the same symbol.

Tracking Supplies: The intention is that you list your supplies in the miscellaneous equipment section, but you can quickly check off supplies used on the trackers. At some point of convenience, you can go through your equipment list, adjust the totals, and then erase the supply checklists to start anew.

The Blank Space: After making the sheet I kept expecting something to crop up that I’d forgotten. (At which point I’d have this convenient blank space to slot it into.) After a half dozen sessions, nobody has suggested anything. (Let me know if you think of something.)

Go to Design Notes

This is a simplified method for handling encumbrance in OD&D and is designed to completely replace the existing encumbrance system. It’s indebted to both Delta’s D&D Hotspot and Lamentations of the Flame Princess. I’ll be posting full design notes in a few days.

Encumbrance, measured in stones carried, determines how much a character’s equipment slows them down, as shown on the table below:

EncumbranceMovement
up to 5 stones12"
up to 7 stones9"
up to 10 stones6"
up to 20 stones3"

This can be conveniently thought of as the 5-10-20 rule (which corresponds to the maximum movement rates of 12”, 6”, and 3”).

Mounts and Mules: Can carry three times as much, following a 15-30-60 rule. (The base movement for mounts and mules are given in Volume 2: 24″ for a light horse; 18″ for a medium horse; 12″ for heavy horses, draft horses, and mules.)

WEIGHT BY STONE

To determine the number of stones carried by a character, simply consult the table below.

ItemWeight in Stones
Heavy Armor (Plate-type)5 stones
Medium Armor (Chain-type)3 stones
Light Armor (Leather-type)1 stone
Shield1 stone
Weapon1 stone
Weapon, lightMisc. Equipment
AmmunitionMisc. Equipment
Miscellaneous Equipment1 stone per 5 bundles
Stowed Weapons1 bundle
Heavy Items1 or more stones
Light Clothing / Worn Items0 stones
150 coins or gems1 stone
Weight of a Man12 stones

Miscellaneous Equipment: Up to twenty items of the same type (scrolls, arrows, potions, rope) can be bundled together for the purposes of encumbrance. Items of different types aren’t bundled when determining encumbrance.

Stowed Weapons: Stowed weapons have been compactly stored in a way which makes them more difficult to draw (but easier to carry). Stowed weapons must be retrieved before they can be used, but they only count as 1 stone per 5 weapons.

Heavy Items: Anything weighing more than roughly 10 pounds can’t be effectively bundled. Estimate a weight in stones (about 10-20 pounds to the stone). When in doubt, call it a stone.

Clothing / Worn Items: Worn items don’t count for encumbrance, unless the individual items would qualify as heavy items.

Weight of a Man: A human can generally be assumed to weigh about a dozen stones. Halflings weigh only 2 stones. (Your own weight does not count towards your encumbrance.)

CONTAINERS

Weapons are assumed to be in sheaths, armor is worn, and you might have a wineskin or two strapped to your belt. But since there’s a limit to how much you can hold in your hands, everything else you’re carrying needs a place to live. As a rule of thumb, containers can carry:

ContainerCapacity
Belt, Pouch1/2 stone
Sack, Small1 stone
Sack, Large2 stones
Backpack3 stones
Backpack, Large5 stones

Empty containers count as miscellaneous equipment. Containers being used to carry items don’t count towards encumbrance.

Larger sacks (often referred to as “loot sacks”) are also possible, but these cannot generally be stored on the body. They must be carried in both hands.

Go to Part 2: Encumbrance Sheet

Draconic Memory Crystals

March 22nd, 2011

Draconic Memory CrystalDraconic memory crystals are used by dragons to preserve their idle thoughts during their decades of long sleep. (Such thoughts are otherwise often lost within the winding corridors of a dragon’s dreams.) When the dragon awakes, they merely need to reach into the draconic memory crystal to recall dormant trains of their thoughts.

Other creatures can attempt to use a draconic memory crystal by simply grasping it firmly, but they must make a Will save (DC 1/2 dragon’s HD + dragon’s Wisdom modifier) or be overwhelmed by the immensity of draconic thought. If the saving throw is a failure, the victim falls into a coma for 1d10 days. On a success, however, they hear the last thoughts the dragon imprinted into the crystal.

City of GreyhawkYesterday I posted a conceptual system for generating the local market for magic items. Today, using the automatic treasure generator at Alderon’s Tower, I’m going to rapidly generate the local market for magic items in the City of Greyhawk.

THE MARKET LIST

(1) The City of Greyhawk has a population of 160,000. So using Treasure Type A I generate 160 treasure parcels and write down the resulting list of magic items. This took me about 15 minutes and resulted in a list of 137 items.

(2) While generating the list, I’m also jotting down ideas which occur to me during the process. For example, I notice that I’m generating an unusual number of cursed scimitars accompanied by a single magical scimitar. I’m struck with the idea of a con artist using the scimitar +2 to demonstrate how amazing his magical scimitar is, and then swapping it out for one of the cursed scimitars when the sale is actually completed. I also notice several water-themed items, including an Apparatus of Kwalish. Has someone discovered a sunken wreck in the Nyr Dyv?

Apparatus of Kwalish

MODIFYING THE MARKET

Greyhawk is a haven for adventuring-types and a hive of magic-users, so I’m going to posit that the market for magic items is fairly active and update it every session.

(1) I roll 16 new treasure parcels and add them to the market list:

oil of etherealness
wand of metal and mineral detection
libram of gainful conjuration
spear +2
bag of holding (500 lbs.)

(2) I roll 2d10 for (9 – 8 =) 1 + the 5 items I generated for a total of 6 items. I randomly eliminate 6 items from the market list:

potion of rainbow hues
cloak of protection +3
oil of air elemental invulnerability
pole arm +1
cloak of the bat
potion of blue dragon control

(3) Once again I try to keep the creative side of my brain churning: If a libram of gainful conjuration has been put up for sale, could it be from the collection of a local wizard? Is he dead and his estate being auctioned in pieces? Has she fallen on hard times and is trying to generate some fast coin?

And is there a reason somebody suddenly has a pressing need to control a blue dragon? Or is there perhaps a draconic cult trying to remove anti-dragon items from circulation? (If the PCs have such an item, might they be targeted?)

The players in my OD&D open table periodically ask me, “Are there any magic items for sale?” Not certain of how I want to handle that, up to now I’ve been fairly content to simply say, “Not yet.”

Cowboy-Fu - Ean MoodyIt’s a question I’ve also struggled with in my Ptolus campaign: On the one hand, positing a setting where wandering mercenaries go delving into dungeons in order to pull out vast hordes of wealth which frequently include magical treasures, allowing the PCs to sell those treasures, and then concluding that there’s no way to buy magic items seems unreasonable. (Although running a campaign where the PCs really are the sole sellers of magic items in the whole world seems like it could be potentially fascinating, albeit completely different from a typical D&D campaign.) On the other hand, I think it can be quite evocative to see what the “competition” has been bringing in.

As far as Ptolus goes, I’ve largely been handling it in an ad hoc fashion. And I feel like it’s been a mild success in evoking the wider sense of a setting in which delvers are plumbing the depths of the vast catacombs beneath the city. But I’ve also longed for a better/systematic way of handling it, and now my OD&D campaign has raised the demand to a figuratively fever pitch.

The method described below hasn’t been heavily tested yet, and it does require a fair bit of prep for larger communities. (Although there are some methods for breaking that prep up into manageable chunks if you find yourself needing to generate it on the fly.)

THE LOCAL MARKET

The local market can vary quite a bit. While it could be a generic “magic mart” there are lots of other options: In small communities, it might be nothing more than Bob who has a couple of magical items stuffed in a trunk that once belonged to his adventuring grandfather. Local churches might have a supply of divine items. It might be an eclectic collection of antiquities dealers, pawnshops, down-on-their-luck magicians, and the like. It might be a secretive cult of black-robed alley-dwellers. The local mage’s academy might buy up all the items that come into town and then re-sell them (along with new creations) at a mark-up.  There might be specialty fences trying to evade the local prohibitions on the dissemination of dangerous magical weaponry.

THE LOCAL SUPPLY: You can determine the initial supply of items in a community by randomly determining magical treasure once per 1,000 inhabitants. (So in a community of 40,000, you would make forty checks.) If appropriate, you can vary this according to the treasure type of the predominant population. Or you can just go with a flat 50% chance.

In OD&D, for example, a typical human settlement of 30,000 people would use Treasure Type A (40% chance of any 3 magic items) and you’d made the check 30 times.

For AD&D1, you might want to use Table II.B on pg. 120 of the DMG in combination with the random check.

For D&D3, you’ll need to figure out what level to roll using the tables on pg. 52-53 of the 3.5 DMG. (You might try randomizing that by rolling 1d20.)

(Note: You’re not generating a list of every single magic item in town. You’re just generating the stuff that’s currently available for sale.)

THE MARKET LIST: When you’re done, you’ll have a list of items currently available for sale in town. Where the PCs will need to go (or what they’ll need to do) in order to procure a particular item on the list is up to your discretion.

MODIFYING THE MARKET LIST: Obviously, anything the PCs buy should be removed from the market list and anything they sell should be added to the list.

Adding Items: At set intervals (either once per session or once per some set amount of time in the game world), roll on your treasure tables again once per 10,000 inhabitants. (So if you rolled 40 checks originally, the market fluctuates using 4 checks on a periodic basis.) Items generated in this fashion are added to the local market — either due to new finds from local adventuring parties or new creations from local wizards.

Removing Items: Count the number of items you just added to the market. Modify that number by (1d10 – 1d10) and then randomly remove that number of items from the market.

(For example, if you generate 8 new magic items and then roll (9 – 3 =) 6, you would remove (8 + 6 =) 14 items from the market. If you had rolled (2 – 6 =) -4, then you would have removed (8 – 4 =) 4 items from the market.)

NOTES

In practice, generating the initial list of items may be a bit time-consuming for larger communities. But keeping the list updated after that point shouldn’t take more than a few minutes.

If you find yourself needing to use this system on the fly, you can de-centralize the local market for magic items and reduce the load by generating only the supply available at each potential “outlet”. If the PCs don’t find what they want from Aldric One-Eye, of course, they might go check with the local fences from the Thieves’ Guild… but that should give you time to generate the short list of what the Thieves’ Guild has on hand. (Simply jot down which items can be found where on your market list for future reference as necessary.)

Of course, the entire process can also be considerably sped up by using one of the numerous automatic generators that can be found scattered around online.

Go to Part 2

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