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62

What you're experiencing is a mismatch in what you all expect the actual game to be. As such, a boon will likely not make up for the confusion — at best it will be inexplicably ineffective at altering the players' choices, and at worst it will exacerbate the problem. Different games, same name You see roleplay and adventure in a believable world as the ...


49

Assuming, as you've requested, that "that's boring, don't track it" is off the table, then yes, your intuition is right: this is a logistics problem. And to the contray, it is the bread and butter of many groups' style of playing D&D, with a tradition stretching back to the very first days of the hobby in the early 1970s. Liking these ideas and wanting ...


43

Sand is one thing used by scribes to blot ink, so that a document can be handled or moved soon after working on it, without dripping or smearing. You can assume it sees use as a matter of course while the character is mapping a dungeon or composing a letter. Apart from that intended use in a scholar's pack, it can probably be put to many creative uses under ...


24

Part of the problem is that the standard conception of an adventurer is somewhat unrealistic in and of itself. An independent group of characters who possesses a great deal of material wealth and specialized equipment yet travels so widely that they seldom cross the same patch of ground twice is extremely rare in realistic settings. With that said, there ...


23

By default, it is assumed that he maintains the shield in downtime (ie; patches the worst of it during camp time and has it repaired when the party returns to the village). So yeah, he would have his shield fixed to new whenever there's a bit of time available. D&D by default does not have random gear disintegration rules. So in that regard I would ...


22

Typically, rope lasts forever. Rules There are no rules about ropes breaking on use, unless they are explicitly broken/cut. In game A rope is usually reusable, unless of course, you cut it to length. Though if you think about it, this can almost always be avoided, and the only reason you typically need to do this is if you need two lengths of rope at ...


21

Throughout history Infantry units have carried their full kit on their backs into battle. Any Infantry unit that is not mechanized (read: rides around in a vehicle) will deploy from a forward base and can and will do patrols and missions requiring them to be in the field for extended duration. When this occurs literally everything goes in a big ruck and ...


21

Yes, you can cast spells with a Material (M) component without issue. Your Holy Symbol takes care of it. This is one of the more difficult things to look up in the current 5e rules. It starts on page 58, under Cleric spellcasting: You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. In the equipment section, ...


20

No, sunlight-sensitive gear is a Drow-specific thing, not a general property of adamantine (OOC -- what do Drow make their gear from? PVC with no UV-resistance modifiers? :P) The applicable entries are p. 142 of the DMG for Drow-made gear: Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It ...


20

Officially, probably not... There are no precise limits provided that state exactly under what circumstances an item is attended, except that the item be "grasped, touched, or worn" (PH 166), and attending an item is the usual bar for determining whether an effect that affects only a creature also affects that creature's gear. (Further, attending an item ...


18

If you want your players' experience to actually "feel like" barter, coming up with an absolute value for everything is self-defeating. You end up with a de-facto currency system that just abstracts away all of the bartering. It's kinda like writing "500 gp worth of gems" on your character sheet in D&D — it's something players do when they don't ...


18

Probably. The entries for Staff and Quarterstaff are different in the equipment list. Under the Arcane Focus section you get: a specially constructed staff (p. 48). this is distinctly different (and quite a bit more expensive) than a typical quarter staff (the arcane focus version runs 5gp vs 2sp for a quarterstaff). So no, a quarterstaff cannot ...


17

Yes, there are rules on this. However, they are contradictory. Page 42 of the 3.5 DMG (Making a New Character) suggests a per-item limit of one-half the character's total wealth. As a general rule, a new character can spend no more than half her total wealth on a single item, and no more than one quarter the total wealth on consumables such as ...


17

I’m going to go out on a limb and suggest that the item doesn’t exist. I have never heard of it; while items are certainly not my forte, I know a lot of 3.5. Furthermore, I can find nothing with a Google search: no forum discussions mentioning it, no play-by-post games using it, no illegal compendiums giving its stats when they’re not ...


17

There is no base price in a barter system. When bartering, every single transaction is treated on its own merits. Each side looks at what it has to offer and what it wants and builds a deal based on that. Value isn't measured in anything like the same way we do it today. In many barter societies, food is the limiting factor. Valuable goods and services are ...


15

I think it has to do with this bit of background: You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. Several of the defining events indicate that he may have expertise with said shovel as a weapon or as a tool of his trade (farming/mining/grave digging). ...


15

There aren't rules for how you're narrating combat, so there aren't rules for dealing with its aftermath. Consider that you may be over modelling what's happening in combat and causing more damage to the shield/gear than what's intended by the system. As Erik mentioned in his answer, there is an expectation that part of the rest time that adventurers spend ...


15

5e does not have any limit on belt pouches. For that matter, neither did 3.5e; that one even had the belt of many pouches which contained no fewer than 20 pouches (10 of which were magically hidden, and all 20 of which contained extradimensional spaces à la bags of holding, but 10 of them are described as appearing to be regular belt pouches, albeit ...


15

The classic, cinematic use of a bag of sand by a scholar comes from the opening scene of Raiders of the Lost Ark in which it is used in an attempt to disable a weight-sensitive trap. Shame Harrison fluffed his roll. That said, D&D 5 harkens back to the era of having players find creative solutions to problems (as opposed to rolling dice to let the ...


14

I can see why you're confused! Having gone over the PDF, it completely lacks any discussion of how character get equipment at the beginning of a campaign. So, this answer comes from my experience with the Fallout video games the Fallout PnP rules are emulating, reading between the lines of the rules, and from other post-apocalyptic RPGs. There are three ...


14

Amulet of Protection only gives you a bonus to Fort, Reflect and Will. That's what it says in the entry: Enhancement Bonus: Fortitude, Reflex, and Will As Zachiel mentions, "All Defenses" means all defenses, AC, Fort, Ref and Will. However, this verbiage is usually used when granting Power bonuses, not usually anything else. Yes. Armor bonuses are ...


14

No, you don't get the equipment. The way the multiclassing rules are set up, it provides a "positive" list: a complete list of all the things that do happen are mentioned, and anything not mentioned does not happen. The multi-classing section (PHB, pp. 163–5) lists these things that you get (with notes on any changes to how they work): Hit dice and hit ...


13

The wording of the DMG sections on treasure make it very clear that RAW here are fast and loose, and there's no set way to handle this. Practical experience in the game makes it clear that proper magic item distribution is crucial to balance, though, so it is important to have some way to handle this - it's just up to you what approach you choose. There are ...


13

They do stack. You won't find any help in the rules for Armor or Shields, but the Rules Compendium (p 314) has a general entry for penalties: Penalty A number subtracted from a die roll. Unlike bonuses, penalties don’t have types. Penalties add together, unless they’re from the same named game element (such as a power or a trait). Shields and Armor ...


13

See the description of Kevlar, a couple pages before the table. The +2 is against most attacks, while the +4 is against only bullets. (Note also that Kevlar negates up to 4 AP on bullets as well, so it's even better against them than just the +4 would indicate.)


13

It Counts From the SRD: Encumbrance by Weight: If you want to determine whether your character's gear is heavy enough to slow him down more than his armor already does, total the weight of all the character's items, including armor, weapons, and gear.


13

“You find what you need.” That is, you have an item. Items don't vanish for no reason and the move doesn't say it disappears later in a puff of smoke or otherwise, so you get to keep it. For the Word of Designer, Adam Koebel once answered the same question like this: once you pull something out, it's a thing. It's real. Add it to your inventory. ...


12

This is answered in the Official GURPS 4th FAQ 3.4.1.11.. A cloak is used like a shield – as implied by both the Cloak skill write-up and the cloak's listing under Shields (p. B287). It gives DB only when partly wrapped around one arm or held in one hand, and then used to brush incoming weapons aside (either on its own or by padding the hand enough to ...


12

#3 - Players typically purchase their starting gear from the gold they are given at first level. The SRD has a great article on character creation, and equipment is under section 8. The gold you have listed is, according to the SRD, actually the average for each class. As a DM, you can choose to give them the average for first level, or make them roll. It ...


12

The short answer is, the rules suggest ignoring these kinds of “fitting” problems, and therefore do not provide much in the way of rules for solving them. They do touch on some niche cases that might prove useful as examples of how your DM might houserule a modification process, which I’ve detailed below. But ultimately both ...



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