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Equipment

Posted: Wed Apr 13, 2011 8:25 am
by jmucchiello
I certainly hope 5-6 pages are spent on mundane equipment for this game. If the spells are illustrated, I hope the equipment page is too.

Re: Equipment

Posted: Wed Apr 13, 2011 9:57 am
by finarvyn
It depends upon how much Joseph is trying to mirror the early editions of RGs. Early games tended to have really short equpiment lists, assuming that a GM could "wing it" if an item wasn't covered in the list.

Re: Equipment

Posted: Wed Apr 13, 2011 1:52 pm
by GnomeBoy
I'm actually something of a fan of "your weapon does 1d6 damage" and leaving it at that. Games that feature guns, I don't care about the differences (and don't care about hearing people complain that the real world differences are not accurate/there at all). Games with pole-arms, swords, etc. need only reflect the obvious stuff (e.g. reach, for one) and not make too much of a big deal of details, if they are all lethal in the right hands.

But that's just me.

Literally. :mrgreen:

As for other equipment, I hope there's a nice one-column list of things you can load yourself down with and loose when you almost plummet off of that rickety rope bridge.

Re: Equipment

Posted: Wed Apr 13, 2011 7:16 pm
by goodmangames
Right now the equipment list is REALLY short. And no plans for illustrations. I think we all know what a backpack looks like at this point. :) I'd rather spend my art budget giving Easley and Holloway and the rest of them some awesome ideas for dungeoneering scenes...

Re: Equipment

Posted: Wed Apr 13, 2011 7:19 pm
by GnomeBoy
Awww -- but I've always wanted to see how Easley would render a ten-foot pole and coil of rope... :cry:

Re: Equipment

Posted: Thu Apr 14, 2011 11:32 am
by finarvyn
GnomeBoy wrote:I'm actually something of a fan of "your weapon does 1d6 damage" and leaving it at that. Games that feature guns, I don't care about the differences (and don't care about hearing people complain that the real world differences are not accurate/there at all). Games with pole-arms, swords, etc. need only reflect the obvious stuff (e.g. reach, for one) and not make too much of a big deal of details, if they are all lethal in the right hands.

But that's just me.
Not just you! :D

I think that this rule tends to minimize the players who pick obscure weapons just to get an extra +1 on damage. Any way to cut down on artificial MIN/MAX in the rules is a good thing, in my book!

Re: Equipment

Posted: Thu Apr 14, 2011 11:36 am
by finarvyn
GnomeBoy wrote:Awww -- but I've always wanted to see how Easley would render a ten-foot pole and coil of rope... :cry:
Well, there are different types of rope (large hemp rope, thin silky rope...) and maybe a player really wants to see it before he buys it. Ten-foot poles sound pretty generic, however. :lol:

Re: Equipment

Posted: Thu Apr 14, 2011 2:03 pm
by jmucchiello
finarvyn wrote:
GnomeBoy wrote:I'm actually something of a fan of "your weapon does 1d6 damage" and leaving it at that. Games that feature guns, I don't care about the differences (and don't care about hearing people complain that the real world differences are not accurate/there at all). Games with pole-arms, swords, etc. need only reflect the obvious stuff (e.g. reach, for one) and not make too much of a big deal of details, if they are all lethal in the right hands.

But that's just me.
Not just you! :D

I think that this rule tends to minimize the players who pick obscure weapons just to get an extra +1 on damage. Any way to cut down on artificial MIN/MAX in the rules is a good thing, in my book!
This is great and I agree with flat damage by class for all weapons. But this thread is about equipment. I didn't really mean arms and armor.

Re: Equipment

Posted: Thu Apr 14, 2011 2:04 pm
by jmucchiello
GnomeBoy wrote:Awww -- but I've always wanted to see how Easley would render a ten-foot pole and coil of rope... :cry:
More Pitons!!

Re: Equipment

Posted: Sat Apr 16, 2011 7:19 pm
by DCCfan
goodmangames wrote:Right now the equipment list is REALLY short. And no plans for illustrations. I think we all know what a backpack looks like at this point. :) I'd rather spend my art budget giving Easley and Holloway and the rest of them some awesome ideas for dungeoneering scenes...
Thank the gods. I don't need pictures of lanterns and crowbars. :roll:
However I wouldn't mind if they are in a cool dungeon scene. One where an adventurer is breaking his lantern over a mummies head while the other one is trying desperately to pry open a secret door so they can escape.

Re: Equipment

Posted: Sat Apr 16, 2011 8:54 pm
by Geoffrey
goodmangames wrote:Right now the equipment list is REALLY short. And no plans for illustrations. I think we all know what a backpack looks like at this point. :) I'd rather spend my art budget giving Easley and Holloway and the rest of them some awesome ideas for dungeoneering scenes...
Good. The equipment list in the 1974 D&D rules is the right length, IMO.

Re: Equipment

Posted: Sat Apr 16, 2011 9:36 pm
by geordie racer
Geoffrey wrote:
goodmangames wrote:Right now the equipment list is REALLY short. And no plans for illustrations. I think we all know what a backpack looks like at this point. :) I'd rather spend my art budget giving Easley and Holloway and the rest of them some awesome ideas for dungeoneering scenes...
Good. The equipment list in the 1974 D&D rules is the right length, IMO.
I agree. Any other equipment that is more setting-specific could always appear in the modules and annuals.