30 lines
3.7 KiB
Markdown
30 lines
3.7 KiB
Markdown
Previous Section: [[04 🔵 Interacting with Creatures]]
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# Interacting with Items
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A character's interaction with items in an environment is often simple to resolve in the game. The player tells the GM that their character is doing something, such as moving a lever, and the GM describes what happens. Sometimes interacting with an object isn't trivial and the GM may call for a skill check to perform the desired action.
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Characters can also damage objects. Objects are immune to poison and psychic damage, but otherwise they can be affected by attacks. The GM determines the object's EV and Health and might decide that certain objects have resistance or immunity to certain kinds of attacks (it's hard to cut a rope with a club, for example). Objects always fail Strength and Agility saves, and they are immune to effects that require other saves. When an object drops to 0 Health, it breaks. A character can also attempt a Strength check to break an object. The GM sets the DV for any such check.
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## Types of Items
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### Items
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Items is the highest level category. It includes almost everything that isn't a creature or natural terrain. Items include equipment, objects, structures, and vehicles, and it's a catchall for things that don't fit neatly into another category.
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### Equipment
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The equipment category includes all items that can be carried or wielded by characters. Most weapons, armor, gear, and tools fall into this category. Typically equipment doesn't have EV or health and it can't be broken or damaged like other kinds of items.
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### Objects
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The objects category includes all items that can't be carried or wielded or items. Objects generally have an EV and health. Typically, objects can be broken. In many cases it makes more sense to treat huge or gargantuan objects as structures.
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### Structures
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The structure category contains items that are massive in scale or composed of many smaller objects. For example a single wall might be an object, but an entire castle would be a structure. Like objects, most structures can be broken. However, due to their scale, they often posses unique rules around breaking.
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### Vehicles
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The vehicle category includes items that are similar in size to structures and composed of many smaller objects. Vehicles specifically have their own vehicle stat block. Vehicles work differently from other items and are governed by their own rules.
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## Lifting and Carrying
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Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
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### Carrying Capacity
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Your carrying capacity is equal to (10 + your strength score) * 15. This is the maximum weight, in pounds, that you can carry. If a character attempts to carry more weight than their carrying capacity their speed is reduced to 0. For every minute spent carrying more than your carrying capacity you must make an Exhaustion check.
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If you carry weight in excess of one third of your carrying capacity, you are encumbered, which means your speed drops by 10 feet.
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If you carry weight in excess of two thirds of your carrying capacity, up to your maximum carrying capacity, you are heavily encumbered. This means your speed drops by 20 feet and you have disadvantage on skill checks, attack rolls, and saves using Physical attributes.
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### Push, Drag, or Lift
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You can push, drag, or lift a weight in pounds equal to twice your carrying capacity. While pushing or dragging weight in excess of your carrying capacity your speed drops to 5 feet.
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### Size and Strength
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Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, and lift. For a Tiny creature, halve these weights.
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# Next Section
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[[06 🔵 Senses]] |