6. Items
There are three kinds of items in Open Tale, gears, consumables and objects. The distinction between them is fairly simple: gears can be equiped, consumables can be spent and objects can just get in and out of the character’s inventory.
The number of non-equiped items that a character can carry is determined by the Capacity quality. Also, characters can only carry one bulky/dense item at a time. If the carried item is too big, the character becomes unable to perform combative moves. If the item is just too heavy, such as gold bars, the Disadvantage modifier should be applied on all rolls. But ultimately, these decisions are up to the GM.
No ammo!
Yes, that’s right. Ammo can be a bothersome detail that distract players from the actual fun. What’s the point of stopping in the middle of an adventure to go back to town to buy more arrows? In Open Tale, it’s subtended that the character always carries enough ammunition.
6.1. Gears
Since gears can alter the capabilities of characters when equiped, they deserve special attention. First, gears may have descriptions indicating changes on the character’s attributes, attack, defense, range limit etc when equiped. Second, as in most RPGs, there are wearable gears and weapons. Let’s see how weapons work.
6.1.1. Weapons
Weapons have two basic properties: range and size. They determine whether the weapon can be used for dual wielding or not, if two hands are required to use it and the attribute to roll for when attacking with the weapon:
Range | Size | Dual wield | Two-handed | Roll for | Example |
---|---|---|---|---|---|
Short | Medium | Yes | No | Strength | Katana, Mace |
Short | Long | No | Yes | Strength | Long Sword, Magic Staff |
Short | Short | Yes | No | Dexterity | Dagger, Knife |
Long | ~ | No | Yes | Dexterity | Bow |
When dual wielding weapons that are based on different attributes (e.g.: a sword and a dagger), the player should roll for the smallest attribute between the character’s Strength and Dexterity.