Alright, let's see who wants to participate. If you're reading this, be sure to reply with your input.
So, I don't think we have an issue with the equipped gear. I have seen.... well no complaints really and it's fair enough.
We have tried a few things for loose gear and eventually arrived at selling single, varied items for adventurers at the store. That said, they were rarely used as there was rarely a need for them. Now, we can mend that by prompting GMs to present more problems that cannot be overcome with simple skills alone...
Anyways, how to measure what you can and cannot carry? Can you carry X amount of items? What about some items being vastly different in size, or weight, to others? We've largely ignored that for simplicity's sake in the past.
If you have any ideas, lay it on me. I'd love something innovative.
That way people could mix and match what they carry based on the slots. Do I carry a few large things, or alot of small things. Or a mixture of sizes/items.
Classifying items would be as easy as adding one of those sizes to the write-up on the item.
My first thought was, he lied in every word, That hoary cripple, with malicious eye Askance to watch the workings of his lie On mine, and mouth scarce able to afford Suppression of the glee, that pursed and scored Its edge, at one more victim gained thereby.
That is EXACTLY what we did to begin with for this system, but people didn't seem to catch on. That's why I threw around the idea of weight. Maybe we just rename slots to spaces, lol.
It just seems the easiest way to do it and have size be a factor...
My first thought was, he lied in every word, That hoary cripple, with malicious eye Askance to watch the workings of his lie On mine, and mouth scarce able to afford Suppression of the glee, that pursed and scored Its edge, at one more victim gained thereby.
I have no real issues with the way the system is now, but Alex's suggestion seems simpler than a weight system. I personally have no idea how much a dagger weighs vs. a bow vs. a battleaxe, and it would probably be time consuming to find those weights out.
Well let's see if we can get some more input. I don't mind returning to the slot system, as it does answer a lot of things. You can carry 'this much'. Item X requires 'this much'.
I know Deerfield said he doesnt much care what we decide as long as its "Systematically and logically built" and that I believe when for all the areas we are asking for input on...
The slot system does seem pretty simple compared to the weight. I am not sure why people would have been confused on a system like this. Kind of reminds me of old RPG games where items were placed in a grid and each item took up a different amount of space on the grid.
Keeping it as simple is a good idea too. Making it too complex could lose people or become a nuisance.
The question comes when deciding what the base would be and how much brawn would add...
Assuming the 10 point system, perhaps just 1 slot per brawn giving, with 10, 3 large items and one small based on Alex's original system...? The base being around 5 seems fair. Maxing brawn out would give a total of 15 slots or 5 large items...
Also, just to clarify, this would be for the loose items only, and not equipped?
Death is no more than turning us over from time to eternity. Whether that eternity is damnation or salvation is determined in the time we have.
Brawn wouldn't add. I don't want skills doing more than that one, simple thing they are intended to do. Brawn would be pushing and pulling, knocking down doors and tearing things open. Carrying things could just as easily fall into endurance.
That is why there was the packmule skill suggested. Really, I think everyone can have the same amount of slots, or we'll be looking what frame they have and muscle mass and so on. No thanks.
Also, adding brawn doesn't mean you can physically carry bulky items. Sure, weight is one thing, but bulky items are just awkward. Slots do address that.
We did have backpacks that allowed people to have more slots. Again, it got kind of confusing for most people. Updating what you had and hadn't used was also a pain. I used a potion, better take it out right now, but I will buy one when I get back...
... packs also led to how quickly can you access an item that is in a pack, carried on your back? Packs hampered your ability to wear a cloak....
See how this unfolds?
And yes, I have no issue with the equipped items set up we have now.
So, I just did the usual 'post and then babble at the GF and then post some more because talking makes my mind work.'
How about this.
Everyone starts with X slots. Items take up X slots, based on size and/or weight.
The Packmule skill gains you extra slots for whatever. You must wear a pack to utilize this bonus. (How about one size fits all. Really, we can sell bigger and better packs, but how does that make sense if you cannot actually handle the weight?) Better yet, how about we eliminate the pack idea altogether. Characters can carry X slots and they rp just how they carry it. Have a belt pouch, a backpack and a leg kit if you like.
The Packrat skill allows you to carry X slots, for 1 slot items only. The bonus is, these items are concealed on your person. Nifty, yeah?
So, usage.
Using an item ends your turn, blanket rule. Why? Because if you're in battle, I don't care how conveniently your item is on you... it takes a moment. Swinging a sword doesn't take that long. If you battle posts are longer and have some more hack and slash in them, swing away and then go for the potion. Really, it's not that terribly critical and the items usage should match the pace of the thread. Yes, if you're roaming the countryside and your one post consumes half a day, you wouldn't spend one post JUST TO DRINK YOUR POTION. Lol.