Difference between revisions of "Inventory"

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(Mechanic change: Load-Points in, Item-Slots out)
(Revamped and reloaded, no longer WIP)
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'''Inventory Management''' is an aspect of adventuring that adventurers will need to learn and master quickly in order to stay equipped for the situation and carry important items, while not overloading themselves. The number of possible items that can be held by an adventurer, as well as the limits and penalties associated with fully-laden inventories, can be determined by '''Load-Points'''.
'''Inventory Management''' is an aspect of adventuring that adventurers will need to learn and master quickly in order to stay equipped for the situation and carry important items, while not overloading themselves. The number of possible items that can be held by an adventurer, as well as the limits and penalties associated with it, can be determined with '''Load-Points'''.


<code>'''Load-Points (LP)'''</code> is a mechanic that accounts for item weight with its overall size, and is used to calculate a character's encumbrance. The more items and equipment an Adventurer carries, the '''slower they move''' and '''the heavier the penalty is using certain Skill checks'''. If they become <code>Overloaded</code>, they will suffer a '''severe penalty''' that persists until they are lighter than their maximum load. There are a few different thresholds of encumbrance, including Light-Load which incurs no penalty. An Adventurer with a high [[Attributes|Strength]] attribute can increase the thresholds of encumbrance to carry more items, or potentially reduce the encumbrance for the same amount of items.
<code>'''Load-Points (LP)'''</code> is a game mechanic that accounts for item weight, including its overall size, to calculate a character's '''encumbrance'''. The more items and equipment an Adventurer carries, the '''slower they move''' and '''the heavier the penalty will be using certain Skill checks'''. If they become Overloaded, they will suffer a '''severe penalty''' that persists until they carry less than their maximum load. There are a few different thresholds of encumbrance, including No/Light-Load which incurs no penalty to the Adventurer. An Adventurer with a high [[Attributes|Strength]] attribute can increase the thresholds of encumbrance to carry more items, or potentially reduce the encumbrance for the same amount of items. Some [[Outfit]] '''customisations''' can increase the maximum Load of an Adventurer, but '''may not increase''' the thresholds that govern encumbrance penalties. Equipment such as Armours and Weapons tend to have higher Load-Point values compared to standalone items and influences encumbrance the most.  


[[Outfits]] like Armours and Weapons tend to have higher Load-Point costs and influence Adventurer encumbrance the most. Items and Equipment have an '''Item Size''' which affects how many Load-Points it is worth relative to it's holder. Most standalone items are considered to be <code>1</code> Load-Point each (except for a stack of items, which itself counts as 1) by default, otherwise Players should look for a  determines how much space and weight is taken up in an adventurer's inventory. Most standalone items are considered to be keyed to a <code>Medium-sized (Size 1)</code> creature, when an item's intended size is bigger than the Adventurer, the Load-Point cost will be increased, when the size is smaller, the Load-Point cost will be lowered.
Items and Equipment have a property referred to as being ''''Keyed to a certain size'''', by default most standalone Items are treated as '''<code>Size 1 (Medium)</code>''' for this rule, whereas Worn and Wielded equipment tend to designed to be usable to a certain [[Size]] of Adventurer. Extra-Large and Tiny Adventurers require equipment keyed to their size in order to use them properly, whereas carrying items as a different size category can affect the Load-Point value of said item if they are not the same size category.
 
For example: When an Item or Equipment's size is twice that of the Adventurer, the '''Load-Point value is doubled'''. Whereas, if the Item/Equipment's size is half of the Adventurer's, the '''Load-Point value is halved'''.


=Encumbrance Thresholds=
=Encumbrance Thresholds=
* Adventurers with no equipment or items held have a Load-Point of <code>0</code>.
* Adventurers with no equipment or items held have a Load-Point Total of <code>0</code>.
* Items and Equipment carried by an Adventurer adds Load-Points to the total, if total Load-Points exceeds a threshold, the following penalties apply.
* Items and Equipment carried by an Adventurer adds Load-Points to the total, if total Load-Points exceeds a threshold.
** 'Certain Skills' will be specified by the [[Skill List|skill]] themselves.
* 'Certain Skills' can refer to, but not limited to, the '''Athletics''' and '''Stealth''' skill groups.
* As a rule: No item can be reduced to less than 0.25 Load-Points unless it is specifically stated as being 0 Load-Points.
* When reducing movement speed, movement is rounded down by at least 5ft to no less than 5ft total move speed. If 20ft becomes 13.2ft, it is rounded down to 10ft instead. But if 20ft is reduced by 0.166x, then it becomes 5ft, not 3.32ft.


  '''No-Load / Light-Load'''
  '''No Load'''
  • Between 0 and 29.75 points.
  • Applies below 30 Load-Points.
  • No Penalties.
  • No Penalties.
 
  '''Medium Load'''
  '''Light Load'''
  • Between 30 and 69.75 points.
  • Applies at 30 Load-Points onwards.
  • 0.667x movement speed (rounded down), -10 penalty to certain Skill checks.
  • 0.667x movement speed.
 
  '''Heavy Load'''
  '''Heavy Load'''
  • Between 70 and 100 points.
  • Applies at 70 Load-Points onwards.
  • 0.5x movement speed (rounded down), -30 penalty to certain Skill checks.
  • 0.5x movement speed (rounded down)
• -20 penalty to certain Skill checks.
'''Overloaded'''
• Applies at 100.25 or more Load-Points.
• 0.166x movement speed
• Certain Skill checks will be treated as if the Adventurer rolled a 1 each time they attempt a check, including the -30 penalty to certain Skill checks.


'''Overloaded'''
* When reducing movement speed: movement is rounded to the nearest 1-step/5ft increment, by at least 5ft, and no lower than 5ft.
• 100.25 or more points.
** ex. If base movement is 30ft, then 0.66x penalty will reduce movement to 20ft. 20ft becomes 15ft. But if 15ft is reduced by 0.166x, then it becomes 5ft regardless of rounding.
0.166x movement speed, Certain Skill checks will be treated as if the Adventurer rolled a 1 each time they attempt the check.


* The Load-Point thresholds listed above are increased by 10 points each for every point of '''Strength''' the Adventurer possesses.
* The Load-Point thresholds listed above are increased by 10 points each for every point of '''Strength''' the Adventurer possesses.
* Some bonuses may increase an Adventurer's Maximum Load-Points (threshold for Overloaded status) but may not increase thresholds into Light and Heavy load unless specified.
=Item and Equipment Sizing=
=Item and Equipment Sizing=
When determining Load-Point cost for items and equipment, as well as the usability of equipment between Adventurers, Players should know that Items and Equipment are usually keyed towards the <code>Size of the Intended Wielder</code>, also known as the the item's baseline size.
When determining Load-Point cost for items and equipment, as well as the usability of equipment between Adventurers, Players should know that Items and Equipment are usually keyed towards the <code>Size of the Intended Wielder</code>.
 
* Items are assumed to be keyed for a '''Medium-sized (Size 1)''' creature by default, unless specified otherwise.
* Items are assumed to be keyed for a '''Medium-sized (Size 1)''' creature by default unless specified otherwise.


'''Equipment rules by Size'''
* Equipment (Worn or Wielded) usually state what Size their intended wielder should be.
* Equipment (Worn or Wielded) usually state what Size their intended wielder should be.
** Adventurers may not be able to use weapons or held equipment effectively if the equipment's size is not intended for their size.
* Adventurers may not be able to use weapons or held equipment effectively if the equipment's size is not intended for their size.
*** Undersized weapons and held equipment will be usable but limited by their reduced power/damage, larger weapons may incur special penalties, oversized weapons cannot be wielded as weapons.
** Worn Equipment like Outfits and Armour may not be worn if it is keyed to a size above or below the Adventurer's own size category.
** Adventurers cannot wear some equipment, such as Armour, if it is not keyed to their size.
** Wielding weapons that are below the Adventurer's own size-category may be usable, but lack the power and effectiveness of its appropriately-sized counterparts.
*** Worn equipment that is undersized or oversized cannot be worn by an incompatible creature under normal circumstances.
** Wielding weapons that are above the Adventurer's own size-category may incur heavy penalties to use them, or be unusable entirely if the gap between Adventurer and Equipment is too great.


=Inventory Rules=
'''Load-Point modification by Size'''
'''Item Sizing'''
* Load-Point values for Items and Equipment is multiple-squared by the Size-Difference between Adventurer and the Item (2*2, 4*4...etc)
♦ Descriptions for Equipment and Items on the wiki assume it is intended user is '''Medium-sized (Size 1)'''. Items will be marked with an '''<code>Intended user Size</code>''' where appropriate.
** Items and Equipment that is keyed for a creature twice as large will have a Load-Point '''four times higher''' than it's listed Load-Point value.
  ♦ When rescaling Equipment and Items to another size: item space, weight value and other numerical properties of the item scale linearly from the original <code>'''Item Properties'''</code>.
** Items and Equipment that is keyed for a creature half their size will have a Load-Point '''four times smaller''' than it's listed Load-Point value.
♦ Item sizes usually go by name, from '''Tiny to Small to Medium then Large'''. These sizes translate to '''0.25, 0.5, 1 and 2 slots''' for a Medium-sized creature.
♦ Held items, particularly '''Weapons''' are usually determined by the last three categories: '''Two-handed weapons take 2 slots, One-handed weapons take 1 slot and off-hand weapons take 0.5 slots''' or less.
  ♦ Medium-sized (Size 1) adventurers cannot normally wield a weapon or held item if the item is '''larger than 2 slots''' as part of a <code>'''Weapon Size Limit'''</code>.
  ♦ An adventurer's size linearly scales the '''maximum item/weapon size''' slots that they can wield.


'''Item/Equipment Weight and Encumbrance (Load)'''
=Additional Rules and Guides=
♦ The default <code>'''Load Points'''</code> for an adventurer is '''100'''. Load Points is affected by [[Size]] and linearly scales with the character's current size stat.
'''Spaceless Items'''<br>
♦ Encumbrance thresholds are determined by '''remaining load points''' from the adventurer's maximum Load Points, subtracting the weight from holdable items and their outfit.
Some items are so small or so light that they do not have a Load-Point value at all. These are known as ''''Spaceless Items''''.
    ♦ When an adventurer's remaining load is '''70 points or greater''': they are considered '''Unburdened''', there are '''no penalties''' for this threshold.
* Examples include Paper-like Maps, Scripts and Notes. Which have negliable weight and can be compacted down.
    ♦ When remaining load is between '''69 and 30 points''': They are considered under '''Light Load''', an adventurer's speed is lowered by '''20%''' and suffer a '''-10''' penalty to [[Athletics]] and [[Stealth]] skills.
    ♦ When remaining load is between '''29 and 0 points''': They are considered under '''Heavy Load''', an adventurer's speed is lowered by '''50%''' and suffers a '''-25''' penalty to [[Athletics]] and [[Stealth]] skills.
♦ While adventurers can reduce their Load Points to '''less than 0''' due to available inventory slots, the adventurer will become '''Overloaded''' lose 80% of their movement speed as well as a '''-25 penalty to all skills''' for as long as they remain over weight.
♦ An Adventurer's encumbrance limit for equipment/items increases by '''10 points''' for each attribute point in '''Strength and Endurance''' they possess.


'''Spaceless Items'''
'''Stacking Items'''<br>
Some items do not require space in your inventory and have no weight, this is granted to certain categories of items as an anti-frustration measure.
Some items are small enough that in order for it to properly conform to the Load-Point system without frustrating players, such items can 'stack' in the same space at once. A stackable item will have an extra property known as a '''<code>Stack limit</code>'''.
'''Space and Weight exemptions'''
♦ Maps
♦ Written scripts, notes, clues; as long as it is virtually negligible and size like paper.
   
   
'''Space exemption only'''
* Stackable items will have a fixed Load-Point value regardless of how many of the Item the Adventurer possesses, up to the its '''Stack Limit'''.
♦ Worn-clothing items and armour.
** If an item can be stacked up to <code>20</code> times, and its Load-Point value is <code>1</code>. That item will have an LP of 1 even if you only hold one copy of that item!
  ♦ Hip-Pouches, Bags and other items designed to increase Inventory Space.
*** But if an Adventurer picks up more of the same item, the Load-Point value will not increase picking up those extra items.
* When an Adventurer picks up an item and exceeds its Stack Limit, the next item will increase the Adventurer's Load-Point Total to compensate.
** Adventurers are not normally restricted from having multiple stacks of items, so long as the Load-Point values are added properly to their Total.
  Roleplaying note: This ruling is explained as creating enough room for that specific item in your inventory ahead of time. Remember: Load-Points are an abstraction of Size and Space, not just weight!


<!--
==Item Commands==
==Item Commands==
* <code>'''PICK-UP / TAKE'''</code>: Move an item from the world and add it to the adventurer's inventory.
* <code>'''PICK-UP / TAKE'''</code>: Move an item from the world and add it to the adventurer's inventory.
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* <code>'''DISCARD'''</code>: Remove the item from your inventory, it will '''dropped or placed somewhere within the adventurer's reach'''. Key items '''cannot be discarded''' until they become useless.
* <code>'''DISCARD'''</code>: Remove the item from your inventory, it will '''dropped or placed somewhere within the adventurer's reach'''. Key items '''cannot be discarded''' until they become useless.
* <code>'''GIVE'''</code>: Gift another creature a specific item from the adventurer's inventory to '''someone else'''. The item will leave the adventurer's inventory and be added to other's if they accept.
* <code>'''GIVE'''</code>: Gift another creature a specific item from the adventurer's inventory to '''someone else'''. The item will leave the adventurer's inventory and be added to other's if they accept.
<!--
==Item List==
{| class="wikitable" style="text-align: left;"
|-
! width="150px" | Name
! Space
! Type
! width="300px" | Description
! Uses
|-
| Potion (Green)
| 0.5
| Recovery
| "A small vitality potion that restores a small amount of health"
|
* Heals 20 health upon USE.
** G+G heals 50HP, G+G+G heals 80 HP.
* Can be mixed with Green, Red and Blue Potions.
|-
| Potion (Red)
| 0.5
| Recovery
| "A magical catalyst, it has no effect by itself but is used to enhance other potion types"
|
* Has no effect by itself.
* Mix with Green or Blue Potions to enhance their effect.
** R+G fully heals the user.
** R+B cures status ailments and protects the user's vitals for five minutes (50% damage resistance, poison/disease immunity, bleed immunity).
** R+G+B fully heals the user, and protect's the user's vitals for five minutes.
|-
| Potion (Blue)
| 0.5
| Recovery
| "A medicine that cleanses the user from debiliating effects and even revives them from a near-death state"
|
* Cures status ailments, stops bleeding, revives user from dying status on USE.
* Mix with Green or Red Potions.
** G+B heals 30 HP as well as Blue Potion's effect, G+G+B heals 60HP and Blue's effect.
|-
| Mixed Potion (Colour)
| 1
| Recovery
| "Mixture of Potions with effects greater than their components"
|
* See Potion Mixing
|-
| colspan=5 |
|-
| Lockpicks
| 0.5
| Tool
| "Set of Lockpicks used to circumvent the security features of locks"
|
* CONTEXT-USE: Can be used on locks which do not require a specific key to unlock. The character can attempt to pick the lock.
|-
| colspan=5 |
|-
| Gunpowder
| 0.5
| Resource
| "Gunpowder used in the creation of Firearm ammunition"
|
* COMBINE: When used with Gunpowder, it creates Firearm Ammunition.
|-
| colspan=5 |
|-
| "Weapon"
| 0.5 or more
| Weapon
| "Description for a weapon"
|
* EQUIP: Equip the weapon in order to have it ready at a moment's notice. Puts it in your hand to use.
|}
-->
-->


[[Category:Mechanics]] [[Category:WIP]]
[[Category:Mechanics]]

Revision as of 13:23, 5 May 2022

Inventory Management is an aspect of adventuring that adventurers will need to learn and master quickly in order to stay equipped for the situation and carry important items, while not overloading themselves. The number of possible items that can be held by an adventurer, as well as the limits and penalties associated with it, can be determined with Load-Points.

Load-Points (LP) is a game mechanic that accounts for item weight, including its overall size, to calculate a character's encumbrance. The more items and equipment an Adventurer carries, the slower they move and the heavier the penalty will be using certain Skill checks. If they become Overloaded, they will suffer a severe penalty that persists until they carry less than their maximum load. There are a few different thresholds of encumbrance, including No/Light-Load which incurs no penalty to the Adventurer. An Adventurer with a high Strength attribute can increase the thresholds of encumbrance to carry more items, or potentially reduce the encumbrance for the same amount of items. Some Outfit customisations can increase the maximum Load of an Adventurer, but may not increase the thresholds that govern encumbrance penalties. Equipment such as Armours and Weapons tend to have higher Load-Point values compared to standalone items and influences encumbrance the most.

Items and Equipment have a property referred to as being 'Keyed to a certain size', by default most standalone Items are treated as Size 1 (Medium) for this rule, whereas Worn and Wielded equipment tend to designed to be usable to a certain Size of Adventurer. Extra-Large and Tiny Adventurers require equipment keyed to their size in order to use them properly, whereas carrying items as a different size category can affect the Load-Point value of said item if they are not the same size category.

For example: When an Item or Equipment's size is twice that of the Adventurer, the Load-Point value is doubled. Whereas, if the Item/Equipment's size is half of the Adventurer's, the Load-Point value is halved.

Encumbrance Thresholds

  • Adventurers with no equipment or items held have a Load-Point Total of 0.
  • Items and Equipment carried by an Adventurer adds Load-Points to the total, if total Load-Points exceeds a threshold.
  • 'Certain Skills' can refer to, but not limited to, the Athletics and Stealth skill groups.
No Load
• Applies below 30 Load-Points.
• No Penalties.

Light Load
• Applies at 30 Load-Points onwards.
• 0.667x movement speed.

Heavy Load
• Applies at 70 Load-Points onwards.
• 0.5x movement speed (rounded down)
• -20 penalty to certain Skill checks.

Overloaded
• Applies at 100.25 or more Load-Points.
• 0.166x movement speed
• Certain Skill checks will be treated as if the Adventurer rolled a 1 each time they attempt a check, including the -30 penalty to certain Skill checks.
  • When reducing movement speed: movement is rounded to the nearest 1-step/5ft increment, by at least 5ft, and no lower than 5ft.
    • ex. If base movement is 30ft, then 0.66x penalty will reduce movement to 20ft. 20ft becomes 15ft. But if 15ft is reduced by 0.166x, then it becomes 5ft regardless of rounding.
  • The Load-Point thresholds listed above are increased by 10 points each for every point of Strength the Adventurer possesses.
  • Some bonuses may increase an Adventurer's Maximum Load-Points (threshold for Overloaded status) but may not increase thresholds into Light and Heavy load unless specified.

Item and Equipment Sizing

When determining Load-Point cost for items and equipment, as well as the usability of equipment between Adventurers, Players should know that Items and Equipment are usually keyed towards the Size of the Intended Wielder.

  • Items are assumed to be keyed for a Medium-sized (Size 1) creature by default, unless specified otherwise.

Equipment rules by Size

  • Equipment (Worn or Wielded) usually state what Size their intended wielder should be.
  • Adventurers may not be able to use weapons or held equipment effectively if the equipment's size is not intended for their size.
    • Worn Equipment like Outfits and Armour may not be worn if it is keyed to a size above or below the Adventurer's own size category.
    • Wielding weapons that are below the Adventurer's own size-category may be usable, but lack the power and effectiveness of its appropriately-sized counterparts.
    • Wielding weapons that are above the Adventurer's own size-category may incur heavy penalties to use them, or be unusable entirely if the gap between Adventurer and Equipment is too great.

Load-Point modification by Size

  • Load-Point values for Items and Equipment is multiple-squared by the Size-Difference between Adventurer and the Item (2*2, 4*4...etc)
    • Items and Equipment that is keyed for a creature twice as large will have a Load-Point four times higher than it's listed Load-Point value.
    • Items and Equipment that is keyed for a creature half their size will have a Load-Point four times smaller than it's listed Load-Point value.

Additional Rules and Guides

Spaceless Items
Some items are so small or so light that they do not have a Load-Point value at all. These are known as 'Spaceless Items'.

  • Examples include Paper-like Maps, Scripts and Notes. Which have negliable weight and can be compacted down.

Stacking Items
Some items are small enough that in order for it to properly conform to the Load-Point system without frustrating players, such items can 'stack' in the same space at once. A stackable item will have an extra property known as a Stack limit.

  • Stackable items will have a fixed Load-Point value regardless of how many of the Item the Adventurer possesses, up to the its Stack Limit.
    • If an item can be stacked up to 20 times, and its Load-Point value is 1. That item will have an LP of 1 even if you only hold one copy of that item!
      • But if an Adventurer picks up more of the same item, the Load-Point value will not increase picking up those extra items.
  • When an Adventurer picks up an item and exceeds its Stack Limit, the next item will increase the Adventurer's Load-Point Total to compensate.
    • Adventurers are not normally restricted from having multiple stacks of items, so long as the Load-Point values are added properly to their Total.
Roleplaying note: This ruling is explained as creating enough room for that specific item in your inventory ahead of time. Remember: Load-Points are an abstraction of Size and Space, not just weight!