Tuesday, 30 July 2019

Common Resources

For the next campaign, I'm definitely inclined to start using the ultra-simple "ten things" encumbrance rule. Which has the virtues of being really simple, being restrictive enough to be a real constraint, and being generous enough as to not hamper the characters excessively. All of which is to the good.

However, I'm increasingly of a mind to think that there are some things that are probably best not counted as "things" but rather are included as a common resource - the assumption being that everyone carries some of these items, but that they're generally spread out amongst the group so that nobody is overly burdened. Tracking these as common resources also means that it's easier to keep a global track of the resources, which removes the concern of players forgetting (or "forgetting") to track these themselves.

Specifically:
  • Food and Water: Track food as a number of person/days of rations in a common pool. Assume also that each person has a waterskin (or similar) containing enough water for one day. Carrying more water than that would count as a 'thing'.
  • Torches and Oil: Track these as a common pool of each type. Track also how many lanterns the party has (for the oil). Finally, keep track of who is carrying lit light sources - each requires a hand.
  • Treasure: This is just a common pool of all the stuff that the party has gathered that has not yet been divided up. It is assumed to be in one or more sacks - keep track of who is carrying a sack - each requires a hand.
  • Gold: Probably rather more controversial, but I've found it's probably best if the party has a single pool of their gold that PCs can dip into as required. It is assumed, of course, that each PC is carrying an equal share in a belt pouch.
If a party member is lost or separated from the group, it is assumed that they are carrying an equal share of food and water, torches and oil, and gold. Also, they may or may not have a lit torch/lantern and/or a sack of treasure - this will be noted.

The other key thing of note is what happens when an encounter starts - some PCs may start with one or both hands full (with a lit torch/lantern or a sack of treasure). This only matters if they then need that hand for something - they can drop the items easily enough, but doing so runs the risk of a light being extinguished and/or a sack of treasure being stolen.

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