User Tools

Site Tools


clothing

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
clothing [2019/08/03 15:55] – dungeonmasterclothing [2020/04/19 15:46] (current) – [Clothing] dungeonmaster
Line 2: Line 2:
  
 ====== Clothing ====== ====== Clothing ======
-We generally know what clothing is. In this case, these represent clothing above and beyond what would normally be worn by the character, which is why we don't include pants, belts, shirts, underclothing, or shoes or flip-flops. Characters are welcome to specify these items if they so desire, but they don't provide any protection and they don't count against inventory, so they are generally just assumed and not written down (so as not to confuse a player when it comes to counting up encumbrance).+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.
  
-Clothing and armor can generally be worn at the same time with notable exceptions such as cloth gloves or mittens cannot be worn with leather gloves or gauntlets. Clothing should generally be limited to one per body area.+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).
  
 The items which do count against encumbrance are: The items which do count against encumbrance are:
  
 ^ Name ^ Body Area ^ Defense (([[abbreviations|Abbreviations and Dice Key]])) ^ Other ^ ^ Name ^ Body Area ^ Defense (([[abbreviations|Abbreviations and Dice Key]])) ^ Other ^
-| Cap | Head | ¼ F, ¼ B/A | Provides protection against light | +| Wool Hat | Head | F | None | 
-| Cape | Back | ¼ F | | +| Fur Cloak | Back | F | A fur cloak cannot be worn with a fur coat or parka | 
-| Cloth Gloves | Hands | ¼ P/D, ¼ F, ¼ B/A | | +| Fur Coat / Parka | Torso | F*2 | A fur coat or parka cannot be worn with a fur cloak | 
-| Cloak | Back | ¼ F, ¼ B/A | Provides protection against light | +| 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. |
-| Coat | Torso | ½ F, ¼ B/A | Provides protection against light | +
-| Fedora | Head | ¼ F, ¼ B/A | Provides protection against light | +
-| Fur Coat | Torso | F, ¼ B/A | Provides protection against light | +
-| Fur-Lined Cloak | Back | ½ F, ¼ B/A | Provides protection against light | +
-| Hat | Head | ¼ F, ¼ B/A | Provides protection against light | +
-| Jacket | Torso | ¼ F, ¼ B/A | | +
-| Leg Warmers | Legs | ¼ F | | +
-| Mittens | Hands | F, ¼ B/A, ¼ P/D | | +
-| Scarf | Neck | ½ F | | +
-| Wool Gloves | Hands | ¼ P/D, ½ F, ¼ B/A | |+
  
-It is assumed that coats and cloaks have hoods and jackets and capes do not.+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. 
  
clothing.1564847718.txt.gz · Last modified: by dungeonmaster