11-17-2019, 08:17 AM | #1 |
Join Date: Oct 2014
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On-hand items
Hello everyone!
So, if I wanted, as a campaign switch, to say that any PC can make a roll of his better of IQ and Urban Survival, with bonuses if he's wealthy, penalties in unfamiliar areas, and penalties if he went through some event that should by all rights have a chance to damage his stuff without resupplying, to pull a miscellaneous, small, unrestricted, cheap but common item (a cheap lighter, a hairpin, a pack of cigarettes common to the area, a bag of candy, cheap over the counter drugs you can legally buy at any drugstore without needing a prescription like aspirin) like the Gizmo advantage out of nowhere on the basis that "he carries miscellaneous supplies that are legal, cost basically nothing and can always be useful (yeah, there are huge penalties for making a Lock Picking skill roll with a hairpin, but at least you can attempt it and get away with it with a high enough skill, many people smoke, and giving someone who is currently nervous a cigarette if he's a smoker is a small gesture that helps establishing trust, ditto for a PI giving a small store-bought, unopened bag of candy to a child he's currently asking for info on the case he's working on) that he has bought off camera recently, would anything break? |
11-17-2019, 08:24 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: On-hand items
Well, you're essentially giving the PCs free uses of the Gizmo advantage, with limitations of "cheap things only" and "requires an IQ/Urban Survival roll." It should be fine, provided the players don't try to abuse it. That's something you need to discuss with them beforehand.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
11-17-2019, 09:03 AM | #3 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: On-hand items
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11-17-2019, 09:25 AM | #4 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: On-hand items
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And I'd allow them to buy the Perk the next time they had points to spare if they had none right at the moment of first occurrence. |
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11-17-2019, 10:38 AM | #5 | |
Join Date: Dec 2012
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Re: On-hand items
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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11-17-2019, 10:57 AM | #6 | |
Join Date: Oct 2014
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Re: On-hand items
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11-17-2019, 12:34 PM | #7 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: On-hand items
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I'd rather got the Perk route, if you're the type to carry cheap but occasionally useful things, Perk it. Further it would be listed as Gizmo (Accessibility: Cheap, Common, Not Immune to Searches, -80%). |
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11-17-2019, 08:00 PM | #8 |
Join Date: Jul 2006
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Re: On-hand items
Sounds like the contents my mom's purse, or the kit I carried as a boy scout. Including at least: a razor blade, a needle, thread, a couple of buttons, half a dozen safety pins, bandaids, gauze, bandage tape, scissors, gauze, dimes (for phone calls), disinfectant, aspirin, a mirror, a comb, a swiss army knife, waterproof matches, a nail file, hard candies, chewing gum...
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11-18-2019, 05:27 PM | #9 |
Join Date: Aug 2007
Location: Denver, CO
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Re: On-hand items
I look at rules like this and I always wonder... What are we trying to accomplish?
The real advantage would be allowing PCs to have items without detailing every single little thing they carry. The disadvantage is... extra system. I feel like it would be better to have each player write down a brief description of the sorts of things that they normally have. Something like "First aid kit, a purse with assorted debris from everyday life, and always a snack of some sort." or "Assorted tools and gadgets, things to fidget with, and whatever office stuff happens to have been put in my pockets" Then, a roll can be made for how appropriate a given item is to the description. This is about the same level of system but adds a little more character development into it. Or maybe I'm missing the point entirely. |
11-18-2019, 05:54 PM | #10 |
Join Date: Oct 2004
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Re: On-hand items
To each his own, but I simply don't let the PC's have anything on them if they don't declare it. It simplifies a lot of things and it makes supplies, money, encumbrance, ST, fatigue really matter. Now, if we are talking about what they have at home in "non-adventuring" gear I'm more lenient, but then it's based on background and skills. If you have First Aid, you likely do have a well-stocked medicine cabinet, or if you have Computer Operation, yeah you likely have a standard array of computer gadgets. But if we are talking about on your person, no, I don't allow it. YMMV.
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