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21

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 ...


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 ...


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 ...


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 ...


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

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 ...


13

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). ...


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

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 ...


12

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.)


12

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.


11

They are separate. Trail rations are made up of foodstuffs that are preserved or that can otherwise be stretched out to last over a long journey. They are compact and easily stored. Water isn't something that can be preserved in such a way — it can't be compressed and, obviously, you can't dehydrate it. Water kept for too long becomes unpalatable, and may ...


11

In terms of enhancement bonus, players should start finding +1 gear almost immediately, +2 gear around level 5, +3 gear around level 10, +4 gear around level 15, +5 gear around level 20, and +6 gear around level 25. Note that any armor that has a high enough enhancement bonus to be masterwork should always be the best kind of masterwork allowed for its ...


11

#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 ...


11

On the gamemastering page you linked to there are guidelines on what players should spend their starting wealth on. Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any ...


11

There are none, just like there are no rules for not wearing boots on the trail, not keeping your expensive parchment dry, or keeping the bugs out of your rations by packing them properly. All that stuff is roleplay and GM judgement. No whetstone? "Clearly you are a bandit, sir! You claim to be a King's Man, but no reputable soldier would go around with a ...


9

Nope. Your first quote is the definitive guidance: Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) You can make studded leather with mithral studs or band a quarterstaff with mithral, but it won't bestow any special properties on the item ...


8

SevenSidedDie has the gist of it. I started a Fallout campaign a while back, and I pretty much told them that they could pick 1 ranged weapon (with 2 full clips or equivalent), 1 melee weapon, 1 armor, and whatever odds and ends seemed appropriate. Plus 1d20 caps. Since I wanted to play with weapon condition, all weapons had also taken 1d6 boxes of damage. ...


8

I asked Eclipse Phase authors on Twitter : Response Here Nope, they come with a device AI (see the section on non-sapient AIs for skill stats). and Here What you can also do that is kind of a cool trick is either teleoperate them or add a cyberbrain & use them as morphs.--jg


8

As always, late to the party. First off, you have already answered the first question, which is that you wish to keep a somewhat realistic atmosphere. That also should answer the question if your group enjoys the logistics puzzles or not. (If you say no, than you have a completely different issue). Secondly, There are reasons some game rules include ...


8

I think what you're attempting isn't possible without setting up a de facto currency and might not be all that productive. Typically barter systems hold very little long term consistency in terms of the relative value of items. Valuation of a given item against another will vary from individual to individual and by even greater margins from place to place ...


8

Creating Masterwork Items You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component ...


7

Based on a comment you made to another answer... You asked what is overburdening us so much. In GURPS, carrying > your basic lift takes you into the first weight penalty (slightly lower movement and dodge). Basic lift is (ST*ST)/5. This is 20lbs for a normal character, so if you are wearing more than your equipment, you are at a move/dodge penalty. ...


7

Desolation by Greymalkin Games added gear quality and degradation to the Ubiquity Roleplaying System. The setting is a post-apocalyptic fantasy where finding functional gear is a pretty big deal. As the underlying system is intended to be fast and easy to use, the system they came up with to emulate the wear and tear of hard use was equally fast. ...


7

The short answer is the penalties stack. Source: page 275 of the player's handbook states: Penalties: Unlike bonuses, penalties don’t have types. Penalties add together, unless they’re from the same power. If two monsters attack you with the same power and each causes you to take a penalty to a particular roll or score, you don’t add the penalties ...


7

The armored kilt can be added atop other armor to increase the AC by 1; it also makes the armor one type heavier. See the Armor section of the d20PFSRD for more. It was first published in Adventurer's Armory. Some people for some reason make a mistaken assumption that the haramaki can be stacked with other armor; it cannot. Same thing with the Silken ...


7

Anything that gives a bonus to "all defenses" includes AC, since AC is a defense. Amulet of Protection's text explicitly says "+1 to Fortitude, Reflexes and Will defences".



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