
Saturday, August 23, 2025
Ryuutama's Weapon Types

Sunday, March 2, 2025
"Roll Under" Combat System
This is just a concept I came up with, that I like and may become part of a ruleset someday. Numbers are improvised but I want to give an idea of the chance proportions more than an exact measure.
Premises:
* Health of common human NPCs goes from 1 to 4 points (lets call them "hearts" as I am playing a lot of Zelda lately). Beyond four hearts, you can only find adventurers and monsters, with no limit at all.
* Worn armor adds to your hearts.
* Everyone has a "fight" skill, that ranges from 1 to 4 in common humans (with 4 being strong ones). Characters that are worthy of being a shonen anime character can raise their fight skill beyond that (6,7,8...). This should be rolled randomly, but leveled during the game.
* Melee checks are done by rolling 1d12 equal or under that score. A hit means you deal your weapon's damage (a fixed number of hearts: like 2 for a punch, or maybe 4 for a sword). On a miss, you might still deal 1 damage. This way, variable damage is achieved with a single roll,
* Initiative is simultaneous for now. Lets see what happens. If two hits would happen mutually, the highest number happens before the other (and if that means that the enemy is killed, his attack doesn't happen). It would still happen if there is a tie.
* If your opponent hits you and you miss, you don't deal the 1 damage, and viceversa. As an addendum to this, i'm thinking that spears should increase your fighting skill by 1 or more, maybe. So they are good at stopping attackers and have a reason to be lent to unskilled levies both as in mimicking the real world as in gameplay.
* If there is a sensible reason for which a miss would not deal damage, it doesn't.
* Some armors might substract 1 damage from all attacks, negating damage on a miss.
* Ranged combat doesn't need special rules or it seems so.
* Receiving no damage from an attack is possible only if you choose to evade (and spending an action for it). Roll under your evade skill, dexterity or whatever there is, to do it.
* An enemy moves too fast, and you can't represent it through AC? you can represent it by giving the attacker disadvantage (roll 2d12 and take worst). Maybe two misses are no damage, miss and hit is a miss, and two hits are a hit. Yeah, that sounds good.
* Giving advantage (roll 2d12 and take best) is also easy to do. Power ups from feats or magic weapons can also take the shape of multiple attacks, chain attacks (extra attacks on a hit), damage multipliers (like "you deal 2x damage if you spend a turn charging the attack") amongst others.
* Shields should work as negating damage on a roll of X I guess. I'm having samurais all the time on the mind, so I havent thought about that, but im sure that shields do not give more "hearts". It doesn't work conceptually.
* I like that this system makes the low-ranked fighters be careless about what weapon they wield, as the increase in damage per turn will be very small for a PC of fight:1. No matter which weapon he gets, he will tend to deal 1 damage per turn ever unless he rolls a 1.
Tuesday, September 10, 2024
[bx?] Very variable weapon damage: Sword VS Mace
Enter rule sketch:
All weapons do d6 damage. But fighters, and only fighters, can use certain weapons to their full extent.
For example, swords allow a second attack if the first one hits. This way, swords are better against enemies with light armor or none, and they get exponentially better as the fighting man or woman accumulates attack bonus.
The table below shows the equivalent damage per attack in percentage (where a 100% would be a d6 sword that always hits) and which damage die would deal that amount in a single attack. Notice that it behaves as a common longsword a little above leather armor, and drops a little on plate and shield (17 ac)
On the other side of the ring, we have the mace. Maces, on the hands of fighters, deal double damage on natural 20s. This increment will be hardly noticed against low acs unless the occassional lucky shot, but against highly armored foes, and those who are above your hitting range and require 20s, you will deal much more damage per hit. See below:
Mace keeps being a d7 (a little better than the d6 it is normally) until plate armor, at which it exponentially rises. I have also calculated the effect of a +1 damage in both cases. For the full effect of a +1 strength (+1 to hit and +1 damage) see the +1 damage at the next best ac. The equivalence to the normal bonus is flawless (+3 numbers in the die as it should).
And now, my opinion:
All weapons being equalled one to other both in damage and to hit makes no sense. "b-b-but a dagger can slit your throat just as a broadswooord". NO. If you are so retarded as to not find the flaw on that argument you deserve to be thrown into the roman colosseum with a broomstick.
All weapons being differentiated by their damage dice makes a little to introduce the concept of good and bad weapons. But it fails in the gamist aspect, not as much as it is unrealistic, but because it annuls any meaningful choice in weaponry: the d8 longsword is the best on one hand, and then there is the greatsword. End. "b-but an axe can be used to chop a door". Well, yes. But how are they going to chop it if NOBODY PICKS THE AXE, BECAUSE THE LONGSWORD DOES D8?
All weapons having a VS ARMOR table is wonderful. It comes with problems on its own, of course. Referencing the table is one, and also is when monsters are adjudicated an armor type based on their numerical value instead of their armor type in game. But at least comes close to what it should be the ideal: give weapons small nuances in combat that makes them a valid choice to be carried, even if in a completely marginal case and even if their bonus is almost always negligible (in fact, marginal differences would be the best in my opinion)
My approach here described is just an idea, but fails in the execution as the mace gets too good at 20+ and does it too far from plate armor, which the sword damages very competently anyways. The choice would be viable if the Plate Armor spot was around 18 AC instead. But still, I spent a lot of work tonight on calculating this shit. Let's call it a day, and who knows, this study might be useful at some point.
Wednesday, September 4, 2024
[osr] shields shall be activated
Have the summer end rains already blessed your part of the world? I can feel them approaching in timid peeks; barely passing through the ranks of their mortal enemy, the ch3m7rails. Welcome to your comfy mood blog where we sometimes post and discuss rpg houserulings.
I was working on a chart tonight. In my d6 pool d&d there is one rule that proved to be very cool: the shield roll. Shields basically do not add to your AC, but instead block an attack 1/3 of the time (roll a 5+ on a d6)
This means they mean much more protection than the small +1 (5%) they add to AC in B/X. But the increase is not good on itself: its a matter of taste. The good part is that it's relative importance increases as you wear less armor: the percentage of blows stopped increases as you are easier to hit.
For example, a PC in plate armor can be hit on a 6 (17% chance), so the shield drops the chance by a third (by about 6%). The same PC in light armor is hit on a 5 or a 6 (33% chance) so the shield drops the chance by 11%. At AC four (no armor) and three (no armor and yet a level 1 fighter) the shield will be useful in 17% and 22% of the attacks received, respectivelly.
I made a chart that ports the system to B/X like this: Instead of adding a +1 to your AC, the shield can be activated once you have been hit (before damage). Roll a d20 when you do it: your AC becomes that number against that specific attack.
These are the chances against a monster with no attack bonus. Took a little time to calculate the percentages manually with the Windows Calculator, then I translated it to AC:
As you can see, the relative protection of the shield increases greatly, from their simple +1 ac on the original; being much greater in the lighter armors, but never too big as to make them useless. A fighter in leather and shield has 16 AC! just as if he wore plate. However, a one in plate and shield is just 18 AC, just one pip over his original equivalent, which I like because it mimics how plate armor got diminishing returns from the shield in real life.
Against monsters with actual attack bonuses (which is the norm) this shield boost diminishes gradually, but still getting on a median an extra AC point (around +2) at chainmail levels, with marginal benefits the greater the armor and the greater the monsters, but not reaching total zero. This way, the decision on wether or not to use one is always present.
YMMV about if the increased AC is a good thing or not. To compensate for it, I'd limit the shield activations to one per turn, which will only be relevant against monsters with multiple attacks or against multiple enemies.
One more iteration on the concept of Activated Shields. A much simpler method than the previous entry, in which the shield d20 roll replaced the current AC.
The rule is:
Shields don't provide any passive AC bonus. Instead, they block a succesful hit on a roll of 6 on a d6 (before damage is rolled). This makes their relative AC be better or worse depending on the armor worn (as they are going to "work" more on lower ACs), according to this table.
AC (ascending) |
% to be hit at +0 bonus |
1/6 blocked by the shield |
+ ac equivalent (+1 in d&d) |
2 |
95 |
15'8 |
3'17 |
3 |
90 |
15 |
3 |
4 |
85 |
14'1 |
2'87 |
5 |
80 |
13'3 |
2'66 |
6 |
75 |
12'5 |
2'5 |
7 |
70 |
11'6 |
2'33 |
8 |
65 |
10'8 |
2'17 |
9 |
60 |
10 |
2 |
Unarmored (10) |
55 |
9'16 |
1'83 |
11 |
50 |
8'3 |
1'66 |
Leather armor (12) |
45 |
7'5 |
1'50 |
13 |
40 |
6'6 |
1'33 |
Chainmail (14) |
35 |
5'8 |
1'17 |
15 |
30 |
5 |
1 |
Plate Armor (16) |
25 |
4'1 |
0'83 |
17 |
20 |
3'3 |
0'66 |
18 |
15 |
2'5 |
0'5 |
19 |
10 |
1'7 |
0'33 |
As you see, this makes shields be a liiiitle better on leather and chainmail, not enough to make a big difference, but its a little treat to those fighting man who don't get plate as soon as they can. I want to open the possibility of using less armor in order to open more encumbrance. Not sure if this little boost would be enough.
Below this lines, you can see the same table but for a shield roll that prvented hits 1/3 of the time (5 or 6 on a d6)
AC (ascending) |
% to be hit at +0 bonus |
2/6 blocked by the shield |
+ ac equivalent (+1 in d&d) |
2 |
95 |
31'6 |
6'33 |
3 |
90 |
30 |
6 |
4 |
85 |
28'2 |
5'66 |
5 |
80 |
26'6 |
5'33 |
6 |
75 |
25 |
5 |
7 |
70 |
23'2 |
4'66 |
8 |
65 |
21'6 |
4'33 |
9 |
60 |
20 |
4 |
Unarmored (10) |
55 |
18'33 |
3'66 |
11 |
50 |
16'6 |
3'33 |
Leather armor (12) |
45 |
15 |
3 |
13 |
40 |
13'3 |
2'66 |
Chainmail (14) |
35 |
11'6 |
2'33 |
15 |
30 |
10 |
2 |
Plate Armor (16) |
25 |
8'3 |
1'66 |
17 |
20 |
6'6 |
1'33 |
18 |
15 |
5 |
1 |
19 |
10 |
2'5 |
0'66 |
As you can see, the relative AC of a shield is greatly improved from the original. It is remarkable that with this rule, they can a priori block natural 20s.
The point in which shields will really shine with this rule is when fighting monsters with high attack bonuses. A fighter in plate armor and a shield, for example, when fighting a red dragon with +8 attack bonus, would defend with an equivalent AC of 9 (17 -8).
By this rules, the 16 AC plate would become an 8, and then get the bonus from the shield: +2'17 for the 1/6th version and +4'33 for the 1/3 version; making it a factual AC of 10'17 and 12'33 respectivelly.
Not sure if implement this or on how. I like that the increment in AC can make up for the fact that I want to drop the attribute scores (and with it, the Con bonuses) and it seems appropiate that the con bonuses are more important at higher levels, just as when the monsters attack bonuses are higher and raise the effectivity of the shield. So in a way, the 1/3 version of the shield might not be as OP as it looks in comparison.
On the other hand, there is something so easy on giving normal shields 1/6 of effectivity, and have magical shields (that would be +1 as per the original rules) to work at 1/3.
Non-fighters have also the choice of using shields at a reduced armor rate. Be it taking the 1/6 instead of the 1/3, or using them at disadvantage (roll 2d6, keep lowest). I'm a bit reticent to hard-coded restrictions, and though it may sound ridiculous, the game feels more "real" to me if that kind of things are just severely handicapped instead.
The great downside of the shield roll is that it, of course, adds another roll. On its defence, I'd say that it only comes up on a succesful enemy hit. Personally in my current "D6 D&D rules" I pair it with my variant of Homebrew Homunculus D&D without damage dice, and with the damage rolls gone, I don't find the shield rolls tedious at all.
Thursday, August 29, 2024
Hurt and Fatigued
No way there is this in B/X and never saw or used it!!! not the action of running, of course, but the concept of exhaustion and its effects. I find very cool that they are very intense, in contrast for the fact that they appear in such marginal cases: 30 rounds of combat running are A LOT. It could probably be written as "characters are exhausted after running for 1 turn", as 1 turn encompasses 60 rounds, and running is probably better modelled on "turn based time". If combat is taken place, it makes strange to have a pursuit ongoing.
Picture is from the OSE srd, which is an awesome tool to search for monster stats or any kind of Basic D&D information in the cellphone. Consulting B/X specifies that exhaustion prevents you from running further (which was kept ambiguous on the above bullet points) and that exhausted characters always deal at least 1 damage on a succesful hit.
I like the idea of worn out PCs that are not in conditions to fight. D&D uses hp as a measure of stamina, too, so they could have modeled fatigue through HP loss. But this way is more tangible, factually it introduces a status effect.
I was wondering if the same penalties could be applied to when monster or PCs are worn out by combat (and this is the purpose of this entry). Written in B/X format, the idea to be tested would be:
"Whenever a PC or Monster has his HP dropped to a number equal to its HD or less, he is badly wounded, and incurs in exhaustion effects"
This means that, stastically, fighters and dwarves would be wounded after taking more damage than elves or magic users (because their 1d8 HDs have more HP on them)
This also means, of course, that some monsters can be badly hurt before they are dead. I like this for many reasons:
- It makes for an organic place to call for a morale check, and different monsters allow for many different psychological approaches to being close to death/defeat (though making morale checks at 50% hp also makes sense, as to prevent this state)
- It serves as an alternate way to subdue dragons
- Its a way to reveal to the players that the monster is about to go down, without telling them the actual HP
- Maybe some monsters can have special attacks that only happens in this point
- Differentiates living monsters from undead or animated monsters, which have no point in having a "wounded" status.
- The higher HD a monster has, the higher the chance that becomes wounded at some moment during combat; which feels appropiate in genre.
Assuming healing at 1d3 hp per day rate, this means that high level PCs will be wounded more days than low level ones. This might be a little weird but narrativelly it makes sense as it is implied they sustained more damage to arrive to this situation. I imagine it sort of when Zoro or Goku are incapacitated after a great battle.
In my game, as I don't use hp (only HD) I must homebrew some proportions, remembering that fighters and monsters, with 1d8 hp per hd, will on a median be put in "wounded" status at 2/9ths of their health.
---------------------------------------------------------------------------------
EDIT: The whole concept is interesting to pair with the "Roll the Body" type saves; or save versus death at 0 hp. From AxianSpice:
"When you reach 0 hp, you drop down and you might be dead. You make a final Save versus Death when (if) someone checks on you. You pass it, you're back on your feet with 1 hp and still have a chance to make it back from the dungeon. This type of rule can be found, for example, in Dungeon Crawl Classics. If you're left there, you're dead, eaten by monsters or just bled out"
I like it in part because it gives back the survability that the debuffs take from characters. In part, also, because I like that with little effort it gives you the whole spectre of possible status without any extra bookkeeping:
Full power
Wounded
Unconscious
Unknown state
Dead
Thursday, April 11, 2024
(Idea sketch) defensive/offensive combat maneuvers
Some idea I had for combat rules for a given game.
Armor numbers being something like:
Light armor: 3
Better armor. 4
Best armor: 5
Then you have a panoplia of weapons with one assigned dice each, for example:
Greatsword: d10
Sword:d8
Dagger:d6
etc.
If you get your weapon and hit greater than the armor, you deal a hit (scratch a heart away, roll for damage or whatever you like to do afterwards)
But after you have rolled "to hit", you can choose to convert that result in your armor score this turn, then roll for attack again.
This can be used for both defensive and offensive maneuvers, and represent the parrying potential of certain weapons, while also adding some "choice" into combat.
Example:
Your PC, armed with Light Armor and a Sword, fights an enemy who has Best armor and a Greatsword.
You know that the greatsword will easily hit an armor of 3 with a d10
You attack first, and roll the sword's d8, and get a 6 (which is over the enemy's armor score)
You can choose between dealing a hit OR adopt a parrying style, converting the 6 into your armor score for the round and trying your luck rolling "to hit" again.
The same idea can be used aggresivelly: Lets say that you rolled a 1 instead. You can choose to keep that first roll as your armor (lowering your armor to a score of 1) but you would get to roll again and maybe take your enemy's last hit.
Certain weapons can be worked out so they have different damage dice on the first roll than in the second, to illustrate they are more defensive or offensive in nature. For example, a spear can have a d10 on the first attack, capable of defending up to 10 ac, but have a secondary attack of d6.
Great axes can be done in reverse: a first attack of 1d6 and a second of 1d12. The first one will probably get you exposed in order to deal the big, bad second attack.
As always, unarmed combat is difficult to model, as anything worse than a d6 will never go through best armor unless the enemy chooses to adopt a worse ac for some reason. One possible way to do it is to have unarmed combat go like (First attack d4/Second attack d6)
Shields can be done by adding an extra d6 to the first attack roll, choosing the best of the two. In this way, it provides help both in the defensive mode and the offensive mode. The shield die cannot be used to deal damage, only to be put as armor... unless the master decides otherwise. I must make the numbers so the combination of sword and shield doesnt deal both better defense and attack than a greatsword, which would render it useless.
Tuesday, July 25, 2023
Spear Combat [pits & perils]
Used with a shield, you're harder to hit, so this bonus might last longer. But the fighters only get their +1 when using it two-handed.
Thursday, October 6, 2022
Fire Elixir Forever
Wednesday, January 19, 2022
initiative without rolls
Happy new year! it feels like its been a long time without posting. Or maybe its just my feeling. This blog has been boosted like x 10 in visitors since Alex Schroeder mentioned me in his blog (its not like I had many before lol) and I should be making only hIgH qUaLiTy posts from now on.
I want to take an entry to talk about my initiative houserule, and why I like it so much.
Basically, unless there is surprise, initiative goes to the side whose has the single member with more max HP, and only in case of a tie I randomize it.
Additionally to this, I don't do the "one side acts, then the other side acts" thought it would work perfectly I guess. I complicate it a little further by making the side who acts choose one member which acts (for the monsters, the GM chooses) and then, after the action, a member of the other side acts; and this goes on until everyone involved has taken its turn. Arrows and Spells can be shot reactivelly (spells require an armor-based roll to work in time) but doing so it consumes the turn of the shooter/caster.
I've been playing like this in my last campaign and I've accostumed myself a lot to it; to the point that I don't think I am going back. Combat is much more swift (much more combined with the "no damage, just take a Hit Die" houserule), and also it makes interesting effects in game:
Having a Fighter in the party is suddently much more important. His instincts help everyone to take the lead on a fight, even if he doesn't fight himself: Maybe he just grabs the initiative so the thief can do something first. Tougher monsters are also scarier, because their sheer "speed". Suddently it also matters in which turn of the watch the monster appears: if the fighter is asleep, the monster can get a great advantage.
The "alternate sides" thing also adds an element of strategy for the players, something that its often missing from combat when a game makes the fights a little bit abstracted. Using this (also abstract) ways to control combat gives PCs more buttons to press which, in my opinion, adds a +1 to old D&D.
Sometimes I like to distinguish swords from the other weapons because they add a little bonus to HP only for initiative purposes. They are the weapon of heroes after all.
And thats it.
I want to note that it is also possible to make a much more gamist initiative without rolls, and I found out by playing pokémon this last weeks.
In the GBA games, initiative works like this: both trainers choose their movement at the same time, then the pokemon with most speed acts first. Stats are very granular, so having a tie is very rare.
Certain movements have priority over others, regardless of speed. For example, taking a potion or changing pokemon goes always before any attacks (there is but one attack AFAIK that specifically strikes before retiring the pokemon). Some attacks have a "quick" tag that makes them go before the enemy, and there are slow attacks too, which work the opposite way.
It could very easily be ported to tabletop by assigning a sort of speed stat (dexterity is the easiest) and then listing which kind of actions have priority over others. This very choice can lead to very different combat systems and tones (for example, if healing has priority over attacking, if spells go first or last, etc).
Offtopic: If you speak or understand spanish and like the game, I reccomend you this awesome Team Rocket Edition hack by Dragonsden. You play as a Team Rocket recruit acting parallel to Red and Blue in the original Game Boy games. The lore of the game is so good that its really a pity that its not "official", I am really enjoying it!
Thursday, October 7, 2021
Math on d6 D&D: building around d6 pool combat.
Wednesday, March 17, 2021
One roll combat
And when I say one roll combat, I mean to talk about when to hit and damage are resolved with a single roll.
I am aware that making them a separate thing has its reasons, for example modelling fictionally different weapons or abilities. But as a game, one roll makes things smoother and easier, so I always implement that rule in one way or the other. But there are different ways to do it, and each way bends the combat math in a particular way.
Option A: There is the Into the Odd approach.
Every turn you roll damage and you always hit; but armor soaks some damage. If we assume that the average damage per turn is equal to common DnD, this means that you will deal less damage every turn, but more constantly as there are lower peaks (1d6 damage can deal 6 damage if you hit; but if armor soaks 2 damage per turn, you will do damage 4/6 of the time, but can only deal 4 as a maximum).
What does this mean? Well, this means that incresing the damage output of a weapon also increases it's capability to hit, and viceversa. This can be good or bad, depending on many factors. Also, it might seem like a minor nuisance, but it will take more pencil-writing time for GM and players as there are more and smaller "damage transactions" and displace the thrill of a big hit. Also, converting monsters and PCs to this numbers so the power levels are similar requires to ponder a lot of factors. Non- damaging attacks that require a to-hit roll can still be done by making an additional save vs effect.
Necropraxis "Degree of success as damage" and Blackrazor's "Auto-Hits" are two more essays on this approach.
Option B: Fixed damage.
To make it a little generous we'll make it so each weapon's damage is rounded up from its classic damage die average: Fists do 2, Dagger does 3, Sword does 4 and polearms do 5 damage. Monster damage is also averaged and rounded up.
You can argue that this takes some randomness out of the game, and it is true, but that tends to soften the more hits you need to take down an enemy. If you need 5 hits to take down a 18 hp troll with a 4 damage sword, on average it will still be very close to that number if you hit it with a d6 sword. The difference will accentuate the less hits you need to end a combat. For example, a 4 hp goblin will die on the first hit 50% of the time with a d6 sword and 25% with a d4 dagger. But with fixed damage it will Always die by the sword, and Never with the dagger, in the first round. Bear in mind that the randomness necessary so combat has still uncertainity is still on the to-hit roll (will it hit me or not?) but yeah, the numbers go wild at early levels. The pros are that this difference dissipates over time as levels go up, and that requires minimal conversion from classic rules.
Option C: Remove Hit Points.
If HD is equal to 1d6 and so is the average weapon, they can both be removed for simplicity and make it so average attacks take out 1HD from the enemy, and proportionally increasing attacks that deal more damage. This is what I used when I made this OD&D port (still untested, fucking COVID).
This is even more deterministic than fixed damage, as all weapons will drop your 1 HD character down in the first hit. This is not necessarily bad as there is still randomness on the "to-hit" roll: amongst two 1 HD combatants, the first that strikes through the opponent's armor wins. There is something I like a lot in that simplicity. How to increase your chances at that early levels? Get good armor and try to win initiative.
At 0 HD, you can still rule various things to make PCs a little more durable:
- Roll in a Death and Dismember table.
- Give them a Save VS Death.
- The famous rule of sacrificing the shield to prevent a hit, though I've never liked it much.
- Just make fighters or other martial classes have extra HD at the start.
- Constitution bonuses give you 1 HD for each +1
- Make it so depending the viciousness of the monster, 0 HD means a different thing. A bandit might just drop you unconscious to sack your body, and a kung-fu user might just KO you to show you his superiority. A goblin might not be as merciful and you must save vs death, and an assassin will kill you straight if he lands the last strike. Note that being KOed by a pack of wolves or similar and not having somebody to rescue you is pretty much equal to death.
- Increase a little the base AC to pay off the decreased chances of survival. This way a hit will take more to happen, but will be more decisive. Your character will die in about the same time, but in half the rolls.
What I like most of 1 attack = 1 hd is that is simple enough that I can complicate it in different, newer ways: for example, instead of increasing damage or to-hit numbers, granting PCs ans Monsters extra attacks which can be rolled simultaneously; this way you get different damage possibilities depending on how many do hit.
The easiest way to implement it, however, is to differentiate weapons based on their chance to hit (daggers get penalties, because is harder to hit with a dagger. If you think about it makes even more sense than giving them damage penalties). 2 handed weapons however can take an extra HD if the wielder is strong (13+ strenght)
Homebrew Homunculus has written not one, nor two, but three posts building around this approach.
Monday, October 19, 2020
Building a machine from unused parts
You can carry (4+level) weight, or +2 weight and be encumbered; with items having set weights in a list. Characters fill one weight slot from their inventory when they suffer a wound. Leveling makes your character either stronger (and thus being able to carry and withstand more) or experienced with packing stuff so they are easier to transport. For now it remains abstract.
Certain actions cannot be taken while encumbered, as climbing a rope. Certain monsters are fast enough to catch you encumbered, but not when you're not.
Certain items can be crafted from mixing 2-3 other items during downtime (as always, the full list of items and permutations is the heavy part of the game, but yeah it can be done). Certain mixtures are trickier than others and might require a roll with a probability fixed on the formula (X in 6 is sufficient). Mixtures can also have level requirements as part of their recipe.
You also have a chance to get mixtures "done" during an adventure, by rolling 1/2 your level on a d6. If you achieve it, it represents that your character had the intuition to prepare the item during the last downtime (so, every level represents your character getting more and more wise and foreseer)
Your party gets 1 XP whenever you recover 1 treasure, but you can only split it between party members if you have enough XP for everyone to receive equal share. (If you have 5 XP in the pool, and you're three party members, during downtime you can give 1 XP to every member and leave 2 XP in the pool)
level 1: 0 XP - level 2: 1 XP- level 3: 2 XP - level 4: 4 XP - level 5: 8 XP, etc
Combat having no rules at all means that fights have predetermined outcomes: they are either automatically won if the players fight (though it might have unwanted effects, like atracting more enemies, etc) or automatically lost if engaged, unless certain items are used (like flaming oil vs a troll, silver vs a vampire or using a smoke bomb for the party to flee). Now I think about it, it sort of feels like a LucasArts graphic adventure resolution: find the right combination and maybe it works; but with added level advancement.
Even as I feel that this could work (It even makes the game diceless if we push it) I also think that it requires much work from the GM to decide ad-hoc (or for me, the author to decide preventivelly) if a single item is either worthless in a determined situation or, for the contrary, if its as powerful to obliterate the encounter. In the end, it can be interesting if you have a "dungeon" in which you can control many of the possibilities the players might try (like, for example, in a LucasArts game), but harder to implement in a larger environment with lots of different types of encounters and items.
So there is another approach, starting from the simplest combat system I could devise: When two people get into a fight, they both roll 1d6 and the highest roller deals 1 wound to the opponent. Based on that, there are some sub-rules:
- Certain items can deal more damage, add a bonus to the roll or bypass combat entirelly. That's the only way to get some kind of combat bonuses, and that's what they're for; all the focus on inventory has to pay somehow.
- Certain items can be used when there is a tie: they can from offset the tie, to win the combat straight (like, maybe, a tie in combat can represent the perfect moment to show a mirror to the medusa)
- Certain monsters can also have abilities that trigger on a tie. Unless the ability says so, the if the PC has a relevant item, the item's ability is the one that triggers instead.
- Even if there are many monsters, they count as one. Monsters only roll once per turn, but get a bonus on their roll (+0 to +5) depending on their strenght, size or numbers. This also influences the wounds that the enemy can take. Certain monsters deal more than one wound. Armor (if exists) absorbs 1 - 3 wounds.
- If many PCs confront the same enemy, only one of their rolls is taken into account, they choose which one (the highest one normally, or maybe a roll that ties to use an effect). When a monster deals damage, the party can divide it amongst them as they decide. A character that is downed is still alive, but must be tended to walk by their partners, and counts as 3 weight.
What kind of setting and adventures does this inspire? no attributes, no classes, no characters being stronger than others... Sort of a situation where all the PCs are mostly equal in capacities but with a crafting ("skill"?). If I think of items as magical compounds, I picture the titular Alchemists of this blog name. If I think of items as common items, I can see it being a game of gang kids getting in any kind of trouble armed with whatever they find available. Treasure can be anything that is relevant to the genre: from different pieces of Jewelry to the control of a neighbourhood block. And you, when you read them, what kind of game did you see in this rules?