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standards_for_items [2019/08/31 18:46] – [Purchasing Items with Money] dungeonmasterstandards_for_items [2020/08/29 14:49] (current) – [Combining Skills] dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills_in_general|Skills in General]]+[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[items|Items]]
  
 ====== Standards for Items ====== ====== Standards for Items ======
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 ===== Purchasing Items with Money ===== ===== Purchasing Items with Money =====
-Characters can collect money during campaigns, be it gold pieces, dollars and cents, cut or uncut gemstones, or federated credits, but Dice Mob really doesn't have much of a way of spending that money unless the GM creates ways of doing so.  If a GM wishes to do so, they can assign money amounts to everything in the items section, but it isn't necessary and doesn't generally help any campaign to be better and is thus generally discouraged.+Characters can collect money during campaigns, be it gold pieces, dollars and cents, cut or uncut gemstones, or federated credits, but Dice Mob really doesn't have much of a way of spending that money unless the GM creates ways of doing so.  If a GM wishes to do so, they can assign money amounts to everything in the items section, but it isn't necessary and doesn't generally help any campaign to be better and is thus generally discouraged. Money can have some other purpose in a campaign, but generally it isn't to purchase items.
  
 ===== Encumbrance Restrictions ===== ===== Encumbrance Restrictions =====
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 ===== Combining Skills ===== ===== Combining Skills =====
-In the case of attack or defense, the use of an item generally affects the number of dice rolled in the usual way including how it combines with the character's own non-proficiency, e.g two for trying plus two per degree of the item. If the character is already proficient in this skill it adds onto an attack or defense in the same way as described in the [[compounding_skill_effects|compounding skill effects]] section. That is to say, the dice of the item's degree are added to the other dice the character already has. The "two for trying" would never be added more than once.+In the case of attack or defense, the use of an item generally affects the number of dice rolled in the usual way including how it combines with the character's own non-proficiency, e.g two for trying plus two per degree of the item. If the character is already proficient in this skill it adds onto an attack or defense in the same way as described in the [[defense#multiple_attack_types|Multiple Attack Types]] section. That is to say, the dice of the item's degree are added to the other dice the character already has. The "two for trying" would never be added more than once.
  
 Example: A first degree fire magician drinking a potion of extra fire would roll two dice (for trying) plus two dice for their degree of proficiency plus six dice for the potion being “extra” or third degree. Or ten dice total. Example: A first degree fire magician drinking a potion of extra fire would roll two dice (for trying) plus two dice for their degree of proficiency plus six dice for the potion being “extra” or third degree. Or ten dice total.
standards_for_items.1567277182.txt.gz · Last modified: by dungeonmaster