Post by Moo on Apr 1, 2005 6:37:33 GMT
I'm sure this has been done before, but the search function is seriously messed up.
Does anyone else find the inventory system, particularly limiting Special Items to 12, a bit annoying?
A slightly more realistic, more RPG-ish system would be something like:
8 backpack spaces
2 hand spaces
4 belt spaces
2 body spaces
4 finger spaces
2 wrist/forearm spaces
2 shoulder spaces
3 neck spaces
6 pocket spaces
Backpack slots stay pretty much the same, and any items in the backpack are completely inaccessible during combat, and other situations where it would be impossible to remove the pack and dig around in it. You can carry weapons or weapon-like specials in there if you like (other than quarterstaves and spears), but like other items, they can't be drawn in combat, etc. Potions take up one whole space each because they're fragile and must be padded and packed carefully.
Hand spaces become multi-use. If you keep a weapon in hand at all times, you can ignore text that says "fight unarmed for x terms until you can unsheathe a hand weapon," unless you were sleeping or something. People might look at you weird if you walk around town with a weapon out, though. If you keep a potion in hand, you can drink that one potion during combat without having to do one round with no damage inflicted on the enemy. You can fight unarmed with a potion in each hand if you really want to, but you have to deduct an additional 2 CS points since all you can do is kick the enemy. It's up to individual players to decide if the shield is carried in the hand, or strapped to the forearm. If you're some kind of crazy weirdo, you can fight with two shields if you really want to. Combat is then essentially unarmed, but the shields negate the combat skill loss. Weirdo. If you want to be even weirder, you can have a shield on each forearm and a potion in each hand, and fight with only the -2 point combat skill loss from having to kick your enemy to death.
Belt spaces are kind of multi use. You can put a sheathed weapon (aside from spears and quarterstaves), a quiver, or a belt pouch in a slot. One slot is pretty much always occupied by your money pouch. Pouches are assumed to be common enough that you can get as many as you want when selecting equipment, and when in a town (when the situation allows), you can pop into a store and buy some for one crown each. A pouch will hold 50 crowns, or up to two very small backpack or special items, like keys, scrolls, etc. Only one potion per pouch, if you carry them that way, because of their fragility and need for padding. Items in a pouch on the belt are assumed to be somewhat accessible during combat and other times where the backpack can't be accessed, but take one round of not attacking (while taking damage from the enemy) to get and use. A belt pouch can be put in the backpack, where it takes one space, whether empty or full.
Body spaces are for armor. Pretty obvious. IIRC, the padded leather waistcoat is the only one which can be combined with others. Go by whatever the footnotes in the online editions say for these.
Finger spaces are for rings only, 1 on your weapon hand, 3 on your off-hand. Why not 10? Because more than one ring, unless they're really small, tends to make it a lot harder to grip a weapon very well, and because most normal rings are not going to fit on your pinky or thumb that well. If you absolutely must wear more than 1 ring on your weapon hand, deduct 1 combat skill point.
Wrist/forearm spaces are for bracelets, bracers, and possibly the shield if you choose to carry it that way. And maybe a wrist guard from the archery store. If a shield is worn on the forearm, that hand can still be used to hold an item, but cannot be used to attack with a weapon.
Shoulder slots can be used to carry sheathed weapons, except maybe daggers. Then again, a "shoulder holster" type dagger sheath could probably be rigged up. This is the only way to carry spears and quarterstaves, other than in the hand. Also quivers and the shield can be carried this way.
Neck spaces are for neckwear only. More than three would be a bit impractical.
2 slots per pocket, 2 pockets per pants, 1 shirt pocket. I forget if any other kinds of pockets are mentioned. Pockets are basically treated exactly like belt pouches, except they can't be put in the backpack. 2 very small backpack or special items, 1 potion, or 50 crowns per pocket.
A bit complex, but fairly logical overall, I think. Worth a shot playing with those rules if you have nothing better to do, anyway. Especially the 2-shield 2-potion thing.
Does anyone else find the inventory system, particularly limiting Special Items to 12, a bit annoying?
A slightly more realistic, more RPG-ish system would be something like:
8 backpack spaces
2 hand spaces
4 belt spaces
2 body spaces
4 finger spaces
2 wrist/forearm spaces
2 shoulder spaces
3 neck spaces
6 pocket spaces
Backpack slots stay pretty much the same, and any items in the backpack are completely inaccessible during combat, and other situations where it would be impossible to remove the pack and dig around in it. You can carry weapons or weapon-like specials in there if you like (other than quarterstaves and spears), but like other items, they can't be drawn in combat, etc. Potions take up one whole space each because they're fragile and must be padded and packed carefully.
Hand spaces become multi-use. If you keep a weapon in hand at all times, you can ignore text that says "fight unarmed for x terms until you can unsheathe a hand weapon," unless you were sleeping or something. People might look at you weird if you walk around town with a weapon out, though. If you keep a potion in hand, you can drink that one potion during combat without having to do one round with no damage inflicted on the enemy. You can fight unarmed with a potion in each hand if you really want to, but you have to deduct an additional 2 CS points since all you can do is kick the enemy. It's up to individual players to decide if the shield is carried in the hand, or strapped to the forearm. If you're some kind of crazy weirdo, you can fight with two shields if you really want to. Combat is then essentially unarmed, but the shields negate the combat skill loss. Weirdo. If you want to be even weirder, you can have a shield on each forearm and a potion in each hand, and fight with only the -2 point combat skill loss from having to kick your enemy to death.
Belt spaces are kind of multi use. You can put a sheathed weapon (aside from spears and quarterstaves), a quiver, or a belt pouch in a slot. One slot is pretty much always occupied by your money pouch. Pouches are assumed to be common enough that you can get as many as you want when selecting equipment, and when in a town (when the situation allows), you can pop into a store and buy some for one crown each. A pouch will hold 50 crowns, or up to two very small backpack or special items, like keys, scrolls, etc. Only one potion per pouch, if you carry them that way, because of their fragility and need for padding. Items in a pouch on the belt are assumed to be somewhat accessible during combat and other times where the backpack can't be accessed, but take one round of not attacking (while taking damage from the enemy) to get and use. A belt pouch can be put in the backpack, where it takes one space, whether empty or full.
Body spaces are for armor. Pretty obvious. IIRC, the padded leather waistcoat is the only one which can be combined with others. Go by whatever the footnotes in the online editions say for these.
Finger spaces are for rings only, 1 on your weapon hand, 3 on your off-hand. Why not 10? Because more than one ring, unless they're really small, tends to make it a lot harder to grip a weapon very well, and because most normal rings are not going to fit on your pinky or thumb that well. If you absolutely must wear more than 1 ring on your weapon hand, deduct 1 combat skill point.
Wrist/forearm spaces are for bracelets, bracers, and possibly the shield if you choose to carry it that way. And maybe a wrist guard from the archery store. If a shield is worn on the forearm, that hand can still be used to hold an item, but cannot be used to attack with a weapon.
Shoulder slots can be used to carry sheathed weapons, except maybe daggers. Then again, a "shoulder holster" type dagger sheath could probably be rigged up. This is the only way to carry spears and quarterstaves, other than in the hand. Also quivers and the shield can be carried this way.
Neck spaces are for neckwear only. More than three would be a bit impractical.
2 slots per pocket, 2 pockets per pants, 1 shirt pocket. I forget if any other kinds of pockets are mentioned. Pockets are basically treated exactly like belt pouches, except they can't be put in the backpack. 2 very small backpack or special items, 1 potion, or 50 crowns per pocket.
A bit complex, but fairly logical overall, I think. Worth a shot playing with those rules if you have nothing better to do, anyway. Especially the 2-shield 2-potion thing.