Intro to Items

Items are an important part of a structured RP game. Unfortunately, they are also one of the trickiest parts of a game.

Prob #1: Items which are particularly powerful can throw every other aspect of a game off balance. Anyone that has ever GMed an AD&D adventure with a fighter wearing Full Platemail +5 and wielding a Vorpal Blade has noticed this. Many players begin to look at their characters in the terms of damage and bonus's rather than things such as race, class, and personality when items become the focus.

Solution: Items have limits on them.

No weapon will be over +40.

No Armor will be over +200.

No item will possess more than 1 special ability.

No item will give a bonus higher than +1.

More limitations may be added but for now this should eliminate the possibilities of super items and save players the trouble of submitting them for approval.

Prob #2: It is difficult to create a list of items (especially armor and weapons) for every player. Players like diversity. They want to use items which are unique. They want their equipment to look a certian way so they can create those ever popular descripts.

Solution: I have created a list of generic hand held weapons, range weapons, and full suits of armor. I will also compile a list of detailed weapons and armor but most of these will be items with special properties or powers.

Example: A player purchases "Hand Held +20". This is a generic weapon. It could be a Sword +20, Axe +20, Hammer +20, Dagger +20, or even a Spork +20, makes no difference to me what weapon a player want to use. It could be a weapon that doesn't exist if the player wants to create something unique. As long as its a Hand Held Weapon and +20 it can be pretty much anything the player wants.

Note: Generic weapons have no special abilities. A player can not create a sword that shoots fireballs, or an axe that stuns when it hits. Its just a normal weapon with a certian damage bonus.

Example: A player purchases "Full Suit +100". This is a generic armor. It could be Chainmail +100, Platemail +100, a Dress +100, Mage Robes +100, or even a Tutu +100. Makes no difference to me how a character is dressed. If he wants to design a unique suit thats fine. As long as its a Full Armor with all the limitations that comes with that classification and only adds 100 HP's to the characters max it can pretty much be anything the player wants.

Note: Generic armors have no special abilities. A player can not create Platemail that makes him immune to fire, or a suit of Chainmail that lets him fly, or a suit of Splintmail that shoots spikes from its shoulders. It's just a normal suit of armor that adds a certian amount of HP's.

Prob #3: GM's want to give out items in quests. Or players want to keep the items used against them by their enemies. Players quickly amass a hoard of equipment and items that would make the richest dragon green with envy.

Solution: No items which are not purchased in the shops will ever be listed on a characters sheet.

Items not listed on a characters sheet can never be used in quests or duels.

Items not listed on a characters sheet can not be used in the city of Nessus itself.

If a GM wants to hand out items, or if a player wants to rob every dead body he creates thats fine. But...

#1: These things must be stored somewhere outside of the city of Nessus.

#2: Players must keep track of these things themselves. If they want to create a web page listing these things thats fine.

#3: A player may use them when freeform playing on other worlds but..

They may not be used against other PC's.

They may not be used in "official" storylines.

They will never be used in "structured" play (when dice are used).

They will never be considered "official" possessions in any way shape or form.

Hoards are only allowed because its better to say "ok you can be greedy and keep everything you find but you can't use it in game play" rather than "Sorry you can't take that." If peeps can't handle the limited freedom of the favorable option then I'll switch to the second.

If I don't have to deal with your hoard or factor it into anything then you can pile it as high as you want. If it becomes a hassle I'll take it away.

Now I'll list the misc rules and guidelines.

A character can wear as many rings as he wants. Note: some rings might not have cumulative effects if multiple rings of the same type are purchased. i.e. Two Rings of Strength

Rings can be medallions, necklaces, brooces, cuff links, bracelets or any other small decorative item. Ring is the generic version of the item. It makes no difference to me if the itemis purcashed in another form. Note: Character sheets will still say "Ring". Note #2: The key words there were "Small decorative item" Rings can be made into boots, gauntlets, weapons, armor, or anything else that doesn't constitute a small decorative item.

Boots can not be mixed and matched to allow a character to gain the benifits of both pairs. Both the left and right boot must be worn to get the effect.

Two pairs of boots guantlets etc cannot be worn over each other.

Characters cant use two shields at once.

Characters cant wear two helms at once.

Use common sense when trying to work the system. I'll add more rules for obviously lame situations but I think this covers it for now.


�2001 Joe Pombo

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