Worry a bit
I posted some "rules" one year ago called Don't Worry About It or DWAIt. I have more stuff to talk about.
Optional Rules for Don't Worry About It
These are for if you would rather not not worry. I have played in or run adventures with these.
Worry a bit
Code name: WAB
Credit: Estrandvold
Why?: For games where planning well matters and where your abilities hinge on what you carry.
You've got 10 item slots. Figure it out.
Need more? Here's what Cairn says:
- Most items take up one slot unless otherwise indicated.
- Petty items do not take up any slots. Bulky items take up two slots.
- A bag of coins worth less than 100gp is petty and does not occupy a slot.
Waves wand. Inventory managed!
Worry a lot
Code name: WAL
Credit: Dwiz
Why?: You're playing a Mothership module and want more to think about, but less to think about than MOSH requires of you.
You take one Stress when you fail a skill roll or when there's some serious stuff going down.
When facing supernatural horror, the referee might make you roll a panic check. Roll 2d6 over your Stress total. If you fail, you panic and one of the following happens. Determine the result by looking at your highest d6 result.
- Go totally catatonic for 1 turn/round
- Flee or hide for 1 turn/round
- Freak out. Everyone nearby gains one Stress.
- Attack another character until you've messed up their efforts at something, giving them one stress.
- Fumble a piece of equipment, breaking it beyond repair.
- Gain a new permanent fear (preferably related to whatever caused this Panic)
Armor Stuff
Why?: Because it's a compelling enough choice to think about as a player that doesn't require very much to think about.
| Armor | Defense | Notes |
|---|---|---|
| Unarmored | 0 | There's no mechanical reason to choose this. |
| Light | 2 | |
| Heavy | 6 | Can't swim. Probably can't sneak. |
| Sheild | +1 | Requires a hand. |
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