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A Simple Resource Management System - without commentary

A simple resource management system for Into the Odd Inventory Each character has 8 slots to carry items. All items are either normal or Bulky (per Electric Bastionland ). Normal items take 1 slot. Bulky items take 2 slots. Note, there is no "X quantity of this item fits in 1 slot". e.g. If you have 4 vials of poison, it takes 4 slots to carry them. Encumbrance Per my magic rules , carrying 1 or more Bulky items makes spell casting risky. Per Electric Bastionland , carrying 2 or more Bulky items puts you at risk of becoming Deprived from fatigue. (In EB , Deprived  means you can no longer regain HP during Short Rests .) Treasure A single treasure is treated as a single, indivisible item. Most treasures are Bulky . Some treasures are Unwieldy -- they cannot be carried in your inventory. You must come up with a plan, equipment, personnel, etc. to transport them. Wealth Aside from treasures, all other monies -- small amount of coins you loot from b...

A Simple Resource Management System for Into the Odd

Rules without the commentary available here . My mind is still on resource management systems.  Into the Odd  ( ItO ) doesn't have one and, to be honest, doesn't need one. Plenty of tension to be found via description rather than tracking individual rations. ItO is lightweight, fast, and runs great if you simply assume that, as written, the expedition always has food, water, light, camping & climbing equipment.  So why bother with managing resources?  Character customization Like with Ben Milton's new Knave  ( http://questingblog.com/knave/ ), I like the idea of a character's role being determined by what kind of equipment they are carrying. Want to be a "fighter" in a classless system like ItO ? Carry large, powerful weapons and wear armor. Want to be a "magic user"? Carry lots of Arcana ( or spellbooks ). A "specialist" (to use the LotFP  term)? Carry lots of tools, poison vials, flashbangs, etc. But customization like th...