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clothing [2019/08/02 16:35] – created dungeonmasterclothing [2020/04/19 15:46] (current) – [Clothing] dungeonmaster
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 +[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[items|Items]]
 +
 ====== Clothing ====== ====== Clothing ======
-^ Type ^ Defense ^ +We generally know what clothing is. In this case, these represent clothing above and beyond what would normally be worn by the character. If a character, really wants to deck their character out, they can add capes, cloaks, fancy shoes, and the like, but only a few articles of clothing actually cost encumbrance and aid in any way, assuming they aren't magical. Magical clothing, like cloaks of invisibility or boots of speed DO cost an encumbrance slot. 
-| Cap | ¼ F, ¼ B/A | + 
-| Hat | ¼ F, ¼ B/A | +Clothing and armor can generally be worn at the same time, but should generally be limited to one per body area. Unlike limitations in other RPGs and even video game RPGs, there isn't necessarily a limit on how many fingers might wear magical rings or even how many magical rings might be worn on a finger. As long as a player could wear the accoutrements, a character can as well (assuming they have the number of digits or the body parts capable of doing so). 
-| Scarf | ½ F | + 
-| Leather Gloves | ¼ P/D, ¼ F, ¼ B/A, S | +The items which do count against encumbrance are: 
-| Mittens | F, ¼ B/A, ¼ P/D | + 
-| Coat | ½ F, ¼ B/A) +^ Name ^ Body Area ^ Defense (([[abbreviations|Abbreviations and Dice Key]])) ^ Other ^ 
-Fur Coat (F, ¼ B/A) +| Wool Hat | Head | F | None | 
-Cloak (¼ F, ¼ B/A) +| Fur Cloak | Back | F | A fur cloak cannot be worn with a fur coat or parka | 
-Fur-Lined Cloak (½ F, ¼ B/A)+| Fur Coat / Parka | Torso | F*2 | A fur coat or parka cannot be worn with a fur cloak | 
 +| Wool Mittens | Hands | F | Mittens are not well-suited to wielding weapons, magical incantations, and anything requiring hand coordination and cost a -1 die penalty for these activities. | 
 + 
 +There aren't generally fire-proof or hazmat suits in a medieval settings, but if a character somehow got one from another time, a fire-proof suit would probably be Bu*4 and a hazmat suit would probably be P/D*8. 
  
-Attack or Defense Dice Legend: 
-P/D = Poison/Disease, F = Freezing, B/A = Burning/Acid, E=Electricity, P = Piercing, B = Bludgeoning, S = Slashing 
-The multiplying factor is how many dice are added for that attack or defense. 
clothing.1564763751.txt.gz · Last modified: by dungeonmaster