A bit overladen for fighting ... |
I've rambled on about encumbrance in RPGs before, but I'm going to do it again.
In our most recent Whitehack session, the loot-laden PCs were attacked by bestial inhabitants of the Blackwold Forest. They had camped out and had secreted much of their stuff in trees. When the encounter began, only those on watch were (lightly) armoured and none had their other stuff on their person. And when battle broke out, the PCs' manoeuvres left their loot vulnerable to theft; sure enough, a hairy, dwarf-like creature ran off with some of the booty.
Once the beast-people were slain, the chase led the PCs to the lair of the ettin Brug and Brag, whose ogre henchmen they had previously dispatched; the hairy creature was another of the ettin's servants.
I'm making two points here. First, PCs shouldn't want to fight loaded down with all their equipment if they can possibly help it. Second, the placement of gear and plunder leads to plenty of options for story-telling.
Let's take the first point. No one in their right mind would engage in hand-to-hand combat with a rucksack on. The first thing you'd do would be to dump it (a free action, I'd suggest). I'm suspicious of "backpacks" in a medieval-ish setting in the first place, but my players have all bought them from the equipment list already, so hey ho. In future campaigns, I might insist they stick to sacks. In any case, anyone trying to fight with a pack full of stuff should be at -3 to hit and damage (with a minimum of 1). I think the damage reduction is realistic here; it's really hard to get a good swing with a weapon if there's something heavy on your back.
Nor would someone sleep with their armour on, unless it was just a gambeson or something like that (I think padded jacks and gambesons are what most RPGs really mean when they say "leather armour"). Recovery should be impaired for any character who does so, and lack of sleep/comfort might impose a -1 penalty on all actions and tests for the remainder of the day (cumulative for each successive night).
What about the second point? Well, as our last session showed, stuff that's not being carried is vulnerable to being snatched.
This has interesting implications. It gives the PCs something to defend. The most obvious stratagem would be to dump their stuff in one spot and form a ring around it. That's interesting, because it potentially limits their tactical options. They've got to stay in one place, and you can't have an archer or a magician picking off the enemy from behind more heavily armoured friends if they're facing the wrong way.
It also raises the possibility of the PCs being driven back from their gear. Whitehack gives characters in "the Strong" class (i.e. fighters) the option of driving foes back in combat. I give this to certain monsters too, as it creates more dynamic and interesting tabletop melees. The more movement the better: static fights can be terribly boring, especially in D&D-style d20 systems, which lack the colourful skewerings and leg-loppings of Runequest and its ilk. So the dumping of backpacks can serve as a reminder to keep combat dynamic.
Imagine a band of orcs charging into a room. If there's a burly chieftain at the front (almost man-size, perhaps ...), he might well be able drive one or more of the PCs out of their line, creating a breach into which his followers could pour - and allowing back-rankers to make off with the PCs' stuff.
If the PCs survive, they've then got a motive to raid the orcish quarters. Perhaps all the assailants except a few imps were slain. But there are probably plenty of bigger and nastier orcs waiting back at base.
It's also easy to envisage scenarios where the PCs do the driving back and then pursue their routing foes. But what if some dungeon scavenger has devoured their stuff in the meantime, before retreating to its lair?
And when the PCs cut their losses and decide not to bother retrieving the carved wooden totems they recovered from the beastmen? Why, they might discover that those offer protection from the demons that patrol the lower reaches, and so are well worth retrieving after all.
Essentially, penalising PCs for fighting with their packs on is an engine for separating players from their stuff. And that, it seems to me, should be a crucial part of a dungeon-crawling game. In our campaign, the Drinker has passed through the hands of three PCs, two of whom have died. It was the object of the party's last raid on the Devil Warrens, as they were paid to retrieve it. Little do they know that it's now in the hands of a very nasty NPC indeed ...
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