Caravans from many distant lands converge at Yam, "The Second-Oldest City in the World." In order to avoid the tariffs on goods imported into the City of Yam itself, merchants attempt of offload as much stock as possible in the camp outside the city walls.
The inhabitants of the Outskirts Camp take advantage of this situation and offer a wide range of equipment for the adventurers that come through the camp. These merchants will not haggle over their prices, as "adventurers have far too much gold coming through their hands for it to be seemly for them to attempt to gouge a humble merchant of the money that he uses to support his wife and children."
Standard arms and weapons are available for standard prices, and prices for other gear and supplies available can be found here: http://www.mediafire.com/?pxc5kdgnyou382q
Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts
Sunday, December 11, 2011
Friday, August 19, 2011
Don't Be Cheap With the Lighting/Your Characters Should Die If They're Not Prepared...
I was DMing Red Box Vancouveron Wednesday and the party was exploring a dungeon. Getting a NPC henchman to carry a torch is a pretty wise idea; they usually have the hit points of a paper bag and all. However, having the NPC henchman being your only light source can really bite you in the ass when a monster uses a fear effect and the torch carrying NPC (who runs faster than everyone else due to wearing leather armor) splits from the party to flee the dungeon with the light source. Although the cutpurse pup was eaten, it wasn't a total debacle as the "two 18s" hobbit only ended losing some ability points from a slit throat and the 3rd level dwarf also lost some ability points and had his left arm and leg eaten by troglodytes (Death and dismemberment table house rules).
In my experiences as a DM players are notoriously cheap with their lighting situation whilst underground. They try and BS and play dumb regarding their light sources; they try tying torches to or putting candles on their helmets; even if they're in the middle of the party they'd rather give away their left kidney that use one hand to hold a torch.
Although I draw the line at nonsense like attaching torches and candles to helmets ("It will pretty much get knocked off by every doorway when you're in a hurry or fall off in every fight... do you really want me inflicting nonsense like that on your PC?"); tip regarding playing when Blair is a DM: "Aside from exceptions for magic, FTL travel, and monsters, if it wouldn't work in real life it won't work in my game and/or will totally fuck over your PC in a pivotal moment." And yeah, I'm of the opinion that you can parry with a shield in your left hand or you can hold a torch in your left hand but you can't do both at the same hand (you have to hold onto the handle of the shield with your hand, see...).
Some people would say I'm not being fun, that I don't get fantasy, that I'm being a dick DM; I say that I'm expecting the world I DM to operate according to someting vaguely like the real world while also presenting the players with tactical challenges.
Now when I'm playing I take every opportunity to spam Continual Lights on pebbles and coins ("Hey party cleric, since we're going to be holed up in this inn for seven days could you make seven continual light pebbles? Thanks!"). I will actually forgoe carrying a shield to *gasp* carry a torch AND a sword. I insist that multiple members of the party carry light sources. And under optimal conditions in dungeons I do something I call the "Road Flare System."
Torches are dirt cheap; they burn for an hour; they illuminate as well as (or in AD&D better than) a lantern; and unlike a lantern you can drop them without burning oil getting everywhere. So I use them up like candy in dungeons. I throw a lit torch into every corner of a big room if we're going to be hanging out in it. If I think we're going to have to beat a hasty retreat out of a dungeon while we're on a focused penetration I may very well leave a burning torch every 30 feet along the exit route. If my PC is part of the "reserve forces" (which every party should have!) during a fight I'll spend a couple of rounds throwing torches about so the battlefield is clearly lit and we can perhaps see if anything is sneaking up on us.
In my years of DMing and playing D&D I've said a million times that "you need to always carry food, water, a light source, a means of igniting said light source, a ranged weapon, and a dagger/knife. ALWAYS." And there's nothing more hilarious than a PC dying because they didn't have a light source or they didn't have a flint and steel to light their light source. And I've seen that happen a ton of times.
In D&D your characters should die if they're not prepared. You need to think like a Boy Scout, a Boy Scout that kills monsters undergorund for their money.
If you are an adventurer going underground to fight monsters... don't cheap out on the lighting; that's seriously amateur hour clownshoes nonsense.
In my experiences as a DM players are notoriously cheap with their lighting situation whilst underground. They try and BS and play dumb regarding their light sources; they try tying torches to or putting candles on their helmets; even if they're in the middle of the party they'd rather give away their left kidney that use one hand to hold a torch.
Although I draw the line at nonsense like attaching torches and candles to helmets ("It will pretty much get knocked off by every doorway when you're in a hurry or fall off in every fight... do you really want me inflicting nonsense like that on your PC?"); tip regarding playing when Blair is a DM: "Aside from exceptions for magic, FTL travel, and monsters, if it wouldn't work in real life it won't work in my game and/or will totally fuck over your PC in a pivotal moment." And yeah, I'm of the opinion that you can parry with a shield in your left hand or you can hold a torch in your left hand but you can't do both at the same hand (you have to hold onto the handle of the shield with your hand, see...).
Some people would say I'm not being fun, that I don't get fantasy, that I'm being a dick DM; I say that I'm expecting the world I DM to operate according to someting vaguely like the real world while also presenting the players with tactical challenges.
Now when I'm playing I take every opportunity to spam Continual Lights on pebbles and coins ("Hey party cleric, since we're going to be holed up in this inn for seven days could you make seven continual light pebbles? Thanks!"). I will actually forgoe carrying a shield to *gasp* carry a torch AND a sword. I insist that multiple members of the party carry light sources. And under optimal conditions in dungeons I do something I call the "Road Flare System."
Torches are dirt cheap; they burn for an hour; they illuminate as well as (or in AD&D better than) a lantern; and unlike a lantern you can drop them without burning oil getting everywhere. So I use them up like candy in dungeons. I throw a lit torch into every corner of a big room if we're going to be hanging out in it. If I think we're going to have to beat a hasty retreat out of a dungeon while we're on a focused penetration I may very well leave a burning torch every 30 feet along the exit route. If my PC is part of the "reserve forces" (which every party should have!) during a fight I'll spend a couple of rounds throwing torches about so the battlefield is clearly lit and we can perhaps see if anything is sneaking up on us.
In my years of DMing and playing D&D I've said a million times that "you need to always carry food, water, a light source, a means of igniting said light source, a ranged weapon, and a dagger/knife. ALWAYS." And there's nothing more hilarious than a PC dying because they didn't have a light source or they didn't have a flint and steel to light their light source. And I've seen that happen a ton of times.
In D&D your characters should die if they're not prepared. You need to think like a Boy Scout, a Boy Scout that kills monsters undergorund for their money.
If you are an adventurer going underground to fight monsters... don't cheap out on the lighting; that's seriously amateur hour clownshoes nonsense.
Wednesday, October 13, 2010
Rudimentary Miscellaneous Equipment List v1.0
I've been working on a master equipment list, incorporating content from as many relevant and reputable resources as I can access.
Although the end purpose is to serve as a resource for players in my Planet Algol games when they wish to purchase equipment, this rudimentary version is non-Algolized, being suitable for standard fantasy campaigns.
Generally, when an item had differing costs in various sources I went with the most expensive cost (as I'm a rat bastard DM), with exceptions for B/X 10 gp crowbars and the like.
The sources I used were the 1st ed. AD&D Players Handbook, Moldvay/Cook B/X D&D, RC D&D, 2nd ed. AD&D Players Handbook, 3.5 ed D&D Players Handbook, Castles and Crusades Players Handbook, and the LOTFPWFRPG Rules Booklet; further revisions require me to peruse Tunnels and Trolls, Arduin, Empire of the Petal Throne and other "D&D-ish" sources.
This is just a first draft of something I'm working on for my own use, but I'm sure some of you may find it useful.
Items in italics and bold italics are such for use with the LOTFPWFRPG encumbrance system; weights in pounds are included as well.
I've included a link to a PDF of this material via mediafire:
http://www.mediafire.com/?pxc5kdgnyou382q
Although the end purpose is to serve as a resource for players in my Planet Algol games when they wish to purchase equipment, this rudimentary version is non-Algolized, being suitable for standard fantasy campaigns.
Generally, when an item had differing costs in various sources I went with the most expensive cost (as I'm a rat bastard DM), with exceptions for B/X 10 gp crowbars and the like.
The sources I used were the 1st ed. AD&D Players Handbook, Moldvay/Cook B/X D&D, RC D&D, 2nd ed. AD&D Players Handbook, 3.5 ed D&D Players Handbook, Castles and Crusades Players Handbook, and the LOTFPWFRPG Rules Booklet; further revisions require me to peruse Tunnels and Trolls, Arduin, Empire of the Petal Throne and other "D&D-ish" sources.
This is just a first draft of something I'm working on for my own use, but I'm sure some of you may find it useful.
Items in italics and bold italics are such for use with the LOTFPWFRPG encumbrance system; weights in pounds are included as well.
I've included a link to a PDF of this material via mediafire:
http://www.mediafire.com/?pxc5kdgnyou382q
Labels:
Dungeons and Dragons,
Equipment
Sunday, September 20, 2009
Weapon Ability Score Requirements
In an earlier post, I discussed my usage of ability score requirements for weapons in my Planet Algol AD&D game, here is a link to a document with the required scores for many common weapons:
Thursday, September 17, 2009
Musings on Shields
In my Planet Algol campaign, characters are free to use any weapons or armor, as long as they fall within the following:
Upon further consideration, one factor became apparent: I cannot think of a more iconic item of the "Fighting Man" archetype than the shield. If I see a picture of someone using a shield, I assume they are a Warrior with a capital "W". Sure, other archetypes use all sorts of arms in "influential materials" and pop culture, but once a character has a shield strapped to their arm, they become a knight, a soldier, a barbarian raider, or some other kind of full-time professional fighting-man.
Of course this runs contrary to the classic D&D trope of the Cleric (think Van Helsing crossed with a combat medic); but clerics are an odd duck and more something that emerged from game play in the early, developmental days of the game than an accurate depiction of an archetype.
- We use the weapon proficiency rules as our basis
- You can only be proficient with weapons that you have a high enough strength and/or dexterity score to wield properly. (These requirements are cribbed from RuneQuest/BRP.)
- You may not use your classes special abilities while wearing armor that is ordinarily prohibited for that class; i.e. No backstabbing, no spell casting. However, there is a chance you can get away with using Read Languages while wearing plate mail.
Upon further consideration, one factor became apparent: I cannot think of a more iconic item of the "Fighting Man" archetype than the shield. If I see a picture of someone using a shield, I assume they are a Warrior with a capital "W". Sure, other archetypes use all sorts of arms in "influential materials" and pop culture, but once a character has a shield strapped to their arm, they become a knight, a soldier, a barbarian raider, or some other kind of full-time professional fighting-man.
Of course this runs contrary to the classic D&D trope of the Cleric (think Van Helsing crossed with a combat medic); but clerics are an odd duck and more something that emerged from game play in the early, developmental days of the game than an accurate depiction of an archetype.
Saturday, August 29, 2009
Weapons
In my personal Algol campaign (houseruled 1st ed. AD&D), I've removed the weapon restrictions for the various classes, while using the weapon proficiency rules, the weapon vs.armor type modifiers and weapon speed factors.
As well, I've implemented strength and dexterity requirements for various weapons, cribbed from runequest. If you're not strong or dexterous enough for a weapon, the character is unable to gain proficiency with it, and are subject to the class specific nonproficiency penalty.
The reason for these choices are to make the choice of weapons for a character important, adding verisimilitude and for the "adventuring everyman" theme I'm exploring in this campaign.
Not every mercenary is muscular enough to fight well with a great sword or a longbow, and daggers become the weapon of the everyman.
Weapon vs. armor modifers are very interesting, many weapons are absolute monsters against unarmored or lightly armored foes while others are efficient at punching through plate.
It adds a level of tactical complexity to combat, you may have trouble hitting an agile, unarmored target with a heavy, high damage dealing weapon or you may be up the creek without a paddle when your fighting a heavily armored opponent without a weapon that can penetrate their protection. Crossbows are more accurate than bows, and better at punching through armor but bows users can fire two arrows per round.
The combination of limited weapon proficiencies, ability score requirements and armor modifiers (as well as the damage by target size) really differentiates the battle axe from the broad sword, the spear from the short sword,, etc. Your weapon choice matters!
As well, I've implemented strength and dexterity requirements for various weapons, cribbed from runequest. If you're not strong or dexterous enough for a weapon, the character is unable to gain proficiency with it, and are subject to the class specific nonproficiency penalty.
The reason for these choices are to make the choice of weapons for a character important, adding verisimilitude and for the "adventuring everyman" theme I'm exploring in this campaign.
Not every mercenary is muscular enough to fight well with a great sword or a longbow, and daggers become the weapon of the everyman.
Weapon vs. armor modifers are very interesting, many weapons are absolute monsters against unarmored or lightly armored foes while others are efficient at punching through plate.
It adds a level of tactical complexity to combat, you may have trouble hitting an agile, unarmored target with a heavy, high damage dealing weapon or you may be up the creek without a paddle when your fighting a heavily armored opponent without a weapon that can penetrate their protection. Crossbows are more accurate than bows, and better at punching through armor but bows users can fire two arrows per round.
The combination of limited weapon proficiencies, ability score requirements and armor modifiers (as well as the damage by target size) really differentiates the battle axe from the broad sword, the spear from the short sword,, etc. Your weapon choice matters!
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