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clothing

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Dice Mob Home > Dice Mob Rules > Items

Clothing

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, 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:

Name Body Area Defense 1) Other
Wool Hat Head F None
Fur Coat / Parka Torso F None
Wool Mittens Hands F None
clothing.1577130154.txt.gz · Last modified: by dungeonmaster