D&D: Narrative Equipment

Here’s a new one you can add to the already substantial “Dungeon Master’s Workshop” in chapter 9 of the Dungeon Master’s Guide, further simplifying even the starting class and background equipment packages of the game:

Narrative Equipment

Rather than tracking weapons, armor, and other equipment, adventurers are simply assumed to be adequately equipped, and armed and armored according to their capabilities, as follows:

  • Simple Weapon Proficiency: When armed, you do 1d6 damage. If you choose to make a two-handed attack, you do 1d8 damage. Use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Choose bludgeoning, piercing, or slashing damage based on the weapon and type of attack.
  • Martial Weapon Proficiency: When armed, you do 1d8 damage. If you choose to make a two-handed attack, you do 1d10 damage. Use your Strength for the attack and damage rolls of melee attacks and Dexterity for the attack and damage rolls of ranged attacks. Choose bludgeoning, piercing, or slashing damage based on the weapon and type of attack.
  • Light Armor Proficiency: When armored, your Armor Class is 12 + your Dexterity modifier.
  • Medium Armor Proficiency: When armored, your Armor Class is 14 + your Dexterity modifier (to a maximum of +2). Under this system, druids should be limited to light armor proficiency for simplicity.
  • Heavy Armor Proficiency: When armored, your Armor Class is 15 + your Strength modifier (to a maximum of +3).
  • Shield Proficiency: You gain a +2 bonus to your Armor Class, but have only one free hand and cannot make two-handed attacks.

Characters can choose to use “lower” proficiencies, if they wish. For example, a character proficient in both simple and martial weapons may choose to use simple weapons for the benefit of finesse, while a character proficient in heavy armor may choose to use medium or light armor for the Dexterity bonus, and characters proficient with shields can choose to use or not use one.

Otherwise, characters are assumed to have all of the tools and other items with which they are proficient and necessary personal, survival, and adventuring gear. If it ever becomes a question as to whether or not a character has a particular item, roll a DC 10 Wisdom check, adding the character’s proficiency bonus if the item is appropriate to the character’s class or background. On a success, the character happens to have that item. Players can spend inspiration to have advantage on this check.

The Dungeon Master can create circumstances where characters are unarmed, unarmored, or do not have access to their usual equipment. In these cases, characters regain the benefits of their equipment once they are able to recover it, or take a rest in an area where they can conceivably re-equip themselves, such as a settlement.

Re: Animated • Young Justice “Denial”

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This blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Denial”

An old man with a picture of a woman in a locket enters Madame Xanadu’s card-reading parlor in the French Quarter of New Orleans, looking for a message from his dear, departed wife. The reader puts on a show, but the old fellow laughs at her, provoking an angry response until another man appears out of thin air, abducts the old man, and vanishes.

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Re: Animated • Young Justice “Infiltrator”

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This blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Infiltrator”

Red Arrow, Green Arrow’s former sidekick, stages a daring rescue of a scientist (Serling Roquette) held prisoner by the League of Shadows. Although he frees Dr. Roquette, the League still has her latest work, a nanotech infiltrator called “the Fog.”

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Re: Animated • Young Justice “Schooled”

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This blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Schooled”

A traffic accident in Metropolis! A school bus teeters on the edge of a bridge. This looks like a job for Superman … and Superboy, for that matter, as the young hero leaps to the rescue. Although he reaches out to Superman, Superboy finds that the Man of Steel is still uncomfortable with his clone’s existence, something of concern to Batman.

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Re: Animated • Young Justice “Drop Zone”

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This blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Drop Zone”

On Isla Santa Prisca, members of the Kobra Cult pit crime-boss Bane against the “champion” of their lord and master, the self-proclaimed god Kobra, except that he turns out to be Mammoth, dosed with an even more powerful version of Bane’s “venom” formula.

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Re: Animated • Young Justice “Welcome to Happy Harbor”

 

YJ3This blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Welcome to Happy Harbor”

Nighttime on the dock, and Speedy is getting a pitch from Kid Flash, Aqualad, and Robin about their new team — all while fighting Brick and his men.

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Re: Animated • Young Justice “Fireworks”

 

yjmakesastandThis blog takes a look at episodes from the Young Justice animated series from a tabletop roleplaying game perspective, both in terms of game design and game play.

Obligatory Spoiler Warning: I will be discussing the events of the episode in the post. If, for some reason, you’re interested in the show and this blog and have not seen the show, go and do that first. The blog will make much more sense, and you won’t have your enjoyment of the show spoiled. You Have Been Warned.

“Fireworks”

In the second part of the Young Justice series opener, a group of young sidekicks face their biggest challenge ever in an effort to prove themselves to their Justice League mentors.

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