Inventory

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Revision as of 10:40, 4 May 2022 by Makros (talk | contribs) (Mechanic change: Load-Points in, Item-Slots out)
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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.

Load-Points (LP) 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 Overloaded, 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 Strength attribute can increase the thresholds of encumbrance to carry more items, or potentially reduce the encumbrance for the same amount of items.

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 1 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 Medium-sized (Size 1) 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.

Encumbrance Thresholds

  • Adventurers with no equipment or items held have a Load-Point of 0.
  • Items and Equipment carried by an Adventurer adds Load-Points to the total, if total Load-Points exceeds a threshold, the following penalties apply.
    • 'Certain Skills' will be specified by the skill themselves.
  • 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
• Between 0 and 29.75 points.
• No Penalties.
Medium Load
• Between 30 and 69.75 points.
• 0.667x movement speed (rounded down), -10 penalty to certain Skill checks.
Heavy Load
• Between 70 and 100 points.
• 0.5x movement speed (rounded down), -30 penalty to certain Skill checks.
Overloaded
• 100.25 or more points.
• 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.

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, also known as the the item's baseline size.

  • Items are assumed to be keyed for a Medium-sized (Size 1) creature by default unless specified otherwise.
  • 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.
      • 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.
    • Adventurers cannot wear some equipment, such as Armour, if it is not keyed to their size.
      • Worn equipment that is undersized or oversized cannot be worn by an incompatible creature under normal circumstances.

Inventory Rules

Item Sizing
♦ Descriptions for Equipment and Items on the wiki assume it is intended user is Medium-sized (Size 1). Items will be marked with an Intended user Size where appropriate.
 ♦ When rescaling Equipment and Items to another size: item space, weight value and other numerical properties of the item scale linearly from the original Item Properties.

♦ 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 Weapon Size Limit.
  ♦ An adventurer's size linearly scales the maximum item/weapon size slots that they can wield.
Item/Equipment Weight and Encumbrance (Load)
♦ The default Load Points for an adventurer is 100. Load Points is affected by Size and linearly scales with the character's current size stat.
♦ Encumbrance thresholds are determined by remaining load points from the adventurer's maximum Load Points, subtracting the weight from holdable items and their outfit.
    ♦ When an adventurer's remaining load is 70 points or greater: they are considered Unburdened, there are no penalties for this threshold.
    ♦ 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
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.

Space and Weight exemptions
♦ Maps
♦ Written scripts, notes, clues; as long as it is virtually negligible and size like paper.

Space exemption only
♦ Worn-clothing items and armour.
♦ Hip-Pouches, Bags and other items designed to increase Inventory Space.

Item Commands

  • PICK-UP / TAKE: Move an item from the world and add it to the adventurer's inventory.
    • As part of the Pick-up action, you may USE, COMBINE or EXAMINE the item first before it goes into the inventory.
    • The adventurer must have enough room to carry the item, or else the item will be left where it was found or in the adventurer's free hand.
    • If the item found is a stack, the stack may combine with the same type of item in your inventory to store them. Overflow is either left in a new empty slot, or the remainder is left where they found it.
  • USE: If the item can be used immediately without context, you trigger whatever effect happens when the item is used.
    • Some items are not used for their own effect, but to USE WITH specific places, such a key to a door. The item will not be useful until the condition of the item's use is met.
  • COMBINE: Whether you mix items together or use one item on another, this command makes the two items interact. You may be informed which items the first one can combine with.
    • While ammunition certainly does go alongside the weapons that use them, your character must perform a 'Reload' action rather than combine the ammo to the weapon in question.
  • EXAMINE: Look at an item in greater detail than the initial description grants. Some items have secret or different uses/interpretations by examining them properly.
    • If a secret or intractable aspect of an item is found while examining, it can alter the meaning of the item, including the way it can be used or combined.
    • Some items are containers: EXAMINE or OPEN the container reveal its contents. The container will be automatically discarded unless specified.
  • DISCARD: 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.
  • GIVE: 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.