Moderator: GMSarli
Darthmoe wrote:Yes the alternative to using fractions is simply to multiple STR times a constant, but what I like about the fractions is it made it really easy to remember exactly how many encumbrance points worth of stuff a character could carry before they became encumbered. If we wanted to use my system exactly as and only eliminate the fractions it would be STR X 4.
Darthmoe wrote:This brings up another point though d20 has always been overly lax with encumbrance since it's creation, we all know the players that carry an armory that is sufficient enough to equip a small army in their backpacks.
Darthmoe wrote:Also the size issue comes up throwing knives weigh next to nothing but carrying two of them takes up about as much room as a small handgun.
Darthmoe wrote:I'm not saying we make a perfectly realistic system (I don't want to deal with that anymore than anyone else does) but let's at least cut back on the party Rogue carrying a full set of field-plate in his backpack that he found while exploring the dungeon.
GMSarli wrote:One alternative to using fractions would be to designate very small items as being worth 1 point for a group of 5 (or fraction thereof); that way you don't have to add fractions, but you get roughly the same effect.
lucasjung wrote:For objects less than 1/2 pound, handle them in 1/2 lb groups with partial groupings costing full price (e.g. a group of 5 darts has an encumbrance of 1; if you have 12 darts they are worth encumbrance 3 (5,5, & 2). For really small objects, treat them as negligible.
lucasjung wrote:GMSarli wrote:One alternative to using fractions would be to designate very small items as being worth 1 point for a group of 5 (or fraction thereof); that way you don't have to add fractions, but you get roughly the same effect.
I think this is a good idea, and I even suggested it:lucasjung wrote:For objects less than 1/2 pound, handle them in 1/2 lb groups with partial groupings costing full price (e.g. a group of 5 darts has an encumbrance of 1; if you have 12 darts they are worth encumbrance 3 (5,5, & 2). For really small objects, treat them as negligible.
e20Lite0.5p38 wrote:Depending on the situation, the GM can rule that a certain mundane object is not available; for an object to be obtainable, the character must be in a place where the object logically would be, such as in your home or in the trunk of your vehicle.
e20Lite0.5p35 wrote:"...the Gamemaster has the option to give characters separate Resources modifiers to represent very different assets..."
Darthmoe wrote:Well we are getting warmer though I do see the problems you are talking about when you have resources and encumbrance points factored into the adventure pack. Maybe an abstract ball park figure is in order if you have x number of resource points in your adventure pack, then your pack weighs y number encumbrance points and so on.
Darthmoe wrote:In a way it's kind of cheating because you pack might only weigh 10 encumbrance points using this method and you might use your adventure pack to procure a shovel, and the shovel probably weighs 8 encumbrance points by itself. Still this is critical adventure gear we are talking about, it would be different if PCs were pulling out AR10s with under-slung grenade launchers red dot scopes, but I am more than willing to forgive a shovel. When you think about it considering the time honored traditional for dealing with encumbrance is to ignore it, anything is an improvement.
Darthmoe wrote:I also feel that if a character pays good money for a high end adventure pack it should all be taken for granted that he has common adventure equipment.
Darthmoe wrote:A simpler way of saying this would be taking the objects weight (in 1/2 pound increments) X the objects size mutipiler.
Darthmoe wrote:This system will result in some fractions but I say give the PCs the benefit of the doubt and round down all fractions.
Darthmoe wrote:This will make it easier on us too because most objects that are common to the d20 system already have an established weight and size increment.
Darthmoe wrote:Also I think the absolute lowest an objects size mutipiler should be is X1. So if all objects that were rated as tiny and smaller had a size modifier of X1 then we really wouldn't have the issue fine cube vs. the diminutive cube anymore. At that point it's really only the weight of the object and not the volume that has a lot of significance. Also if we don't use mutipilers below 1 than encumbrance values would never round below a 1. That would automatically eliminate the issue of rounding fractions down to 0. It's a small benefit to be sure but it does save us a little bit of room.
...
Also to criteria I would use to distinguish tiny objects from larger objects is that if the object can fit into your pance pocket it's tiny, if not it's larger than tiny. full sized handguns with 4 inch barrels are on the cusp. If it requires a medium sized character two hands to carry or wield (in the case of a weapon) it's probably large. A very rough size table followed by size mutipilers is below
Tiny and smaller = X1
Small X1.25
Medium X1.5
Large X 2
Darthmoe wrote:A simpler way of saying this would be taking the objects weight (in 1/2 pound increments) X the objects size mutipiler.
Darthmoe wrote:I don't to me a sack of wood is a sack of wood. In both cases I would count it as a sack of wood. So the sack with 12 pieces of wood is a small object too.
Darthmoe wrote:As for carrying the logs outside of a sack there probably needs to be a mechanic for carrying multiple objects in one hand.
Darthmoe wrote:Edit in that specific example I wouldn't give the 12 logs credit for being small objects anyway. Small objects are pocket sized or smaller on the scale that I have in mind.
lucasjung wrote:An e20 encounter should last at most one minute, usually much less. For someone who isn't conditioned to fighting that can be a really long time to fight, but it's a safe assumption that adventurers are reasonably well conditioned for maintaining such intense levels of activity for a minute or less. My point is: I don't think that encounters last long enough for fatigue to be a significant factor. The extant encumbrance penalties do a good enough job of modeling the non-fatigue effects of being so encumbered.
Over a longer period of time, I like the idea of encumbrance making "attacks" against characters, but I would instead represent it as saves rather than attacks, with the DC based on the level of encumbrance and increasing over time. Also, I wouldn't increase the effective encumbrance level, but would instead use an existing mechanism: fatigue penalties. If you fail the save DC for encumbrance fatigue, you take an additional fatigue penalty and then your clock is reset (in other words, the DC drops down to the base DC for your level of encumbrance and then starts building up again with time).
Darthmoe wrote:...size modifiers are really only concerned about length when you get down to it, and not the width of the circumference.
Darthmoe wrote:My gut feeling is that if we want a simple and streamlined and the reality is that given the limited space of the equipment chapter we pretty much need such a mechanic, then we will have no choice but to deal with some inconsistencies. Of course rules can be interrupted in different ways no matter what you do see the United States criminal code for all an example.
Darthmoe wrote:I think that establishing minimal encumbrance points for the size of objects would work, but...A small cube of foam would have a lot of encumbrance points compared to most other objects of similar weight.
Darthmoe wrote:It takes up a lot room so it is definitely not encumbrance free but it will probably have more encumbrance it should have.
Darthmoe wrote:The idea of having so many items of one object moving the size up to the next size is good, but it does make for some complications. Having 6 daggers does not equal a claymore.
Darthmoe wrote:I like my volume modifier idea because simply put this system was not desinged to work with mutipilers of less than 1 and in this case it makes absolutely no sense to have a mutipiler below one. The only reason for them in this instance is for universal mechanics. By sticking to those rules in this instance we're trying to fit a square peg in a round hold, when the the modifiers were never intended to address this kind of issue. Since they were not desinged for this it comes as no surprise that they are lacking in this area. The solution a new and simple mechanic that takes what works well from the size mutipilers, and eliminates the stuff that doesn't work. The only thing volume mutipilers do, and I repeat THE ONLY THING is eliminate all mutipilers below 1 so the system can work as it's intended too.
Darthmoe wrote:I think you might over estimate the value of a 40 pound sack of small logs being the same as a 4 pound sack of one big log. The smaller logs might pack easier even if there is more of them, and that allow them to be carried easier. There are certain ways of packing things that will make them easier to carry than others.
Darthmoe wrote:Also the use of size modifiers are volume modifiers and you over exaggerate the complexity of the system too. In most cases volume modifiers are compatible with size modifiers except they eliminate size modifiers. I'm not the one arguing against fractions, but you clearly did so but not.
Darthmoe wrote:But the real point is that both systems have problems in significant areas so that means we have not found the solution yet.
Lifting Machine:
Prerequisite: Can only be taken by vehicles, robots, or other mechanically-powered characters.
Effect: When determining carrying capacity, treat your size as if it were two categories higher. When determining melee damage, treat your size as if it were one category higher.
lucasjung wrote:I wanted to present the other option to see how people feel about it, but it sounds like you've got your mind made up at this point.
I think that going to STRx40 in order to get the 1/2 lb increments is a good idea. If you think that makes the math too cumbersome, we could do a compromise of STRx20 with 1 lb increments because it's very easy for most people: double STR and tack a zero onto the end.
In addition to traits for heavy-lifters, we'll also need traits for weak-lifters because the scale bottoms out at 20 lbs, which has a light load of 4 lbs.
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