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Kai Tave
Jul 2, 2012
Fallen Rib

goatface posted:

What are the encumbrance rules like?

Quest Squires uses what it calls a reverse encumbrance rating system, "To Heft A Collection Of Goods" or THACOG. Each character derives their THACOG rating by consulting the Encumbrance Rating Derivation chart, basing it off of a formula involving their Strength, Constitution, and Willpower scores, as well as their Lift subscore. It looks something like:

THACOG = (Strength score + Lift subscore)x2 + (Constitution score + 1/2 Willpower score rounded up) + an additional value based on your current experience point total, plus any additional modifiers that may come into play such as with the Strong Back Improvement (which counter-intuitively does not actually modify your Lift subscore, though a lot of people houserule it so it works that way).

Then from there, you take that value and you express it as a negative value. So someone with a THACOG of 72 actually has a THACOG of -72 instead. You apply your THACOG to the total weight in pounds of all the gear you're carrying on your person to determine your Actual Encumbrance Rating. So our adventurer with a THACOG of -72 carrying around 100 pounds of weapons, armor, and beef jerky has an AER of (100 + -72) = 28.

The Quest Master then uses that AER for any Endurance Checks that character has to make. Endurance Checks are a d100 roll, with the QM checking to see if the result comes in underneath the character's AER. If it does then the character begins to gain Physical Fatigue, if the result is equal to or over the character's AER then they suffer no ill effect.

It's pretty simple, really.

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Kai Tave
Jul 2, 2012
Fallen Rib

Gau posted:

Is this Table 5.3D? Because I don't have that in my "printing."

By the quotes I'm guessing you have one of the hand-bound "second printing" copies that Quigley put out while he was between jobs, right? Yeah, Table 5.3D got left out of those by accident when he lost the sheaf containing it...that's also why your copy is missing three other pages as well. He later made an offer through the official Quest Squires Xanga page to anyone who wanted it whereby you can mail your copy of the book back to him along with a $20 dollar processing fee and he'll hand-write the table on the inside of the back cover before shipping it back to you (requests for Quest Squire errata to be posted via the webpage are, of course, still flatly refused by Quigley who considers doing so an "admission of weakness").

The snag though is that all the hand-written Table 5.3D's Quigley has issued contain several different values from the Table 5.3D that was included in the first printing, and he's yet to officially state which one is the definitive version, so you need to check with your QM to see which table he's using. It's important that you use at least one of the tables, of course, given that all the equipment in Quest Squires goes up in weight the more powerful it is. Without that additional modifier table, characters eventually won't be able to heft the magical equipment they find without collapsing due to Physical Fatigue Overstrain and risking permanent attribute damage.

Kai Tave
Jul 2, 2012
Fallen Rib

Maxwell Lord posted:

I can't help but think that the Food & Rations rules are unnecessarily harsh. Granted, they're an abstraction, but it just seems like the guy played the early Ultima games too many times, and now you lose Food Points for every square you move. The bookkeeping is just absurd and the price chart seems unusually inflated. A 1st level commoner can't even afford a basic bread and water package!

This is a problem a lot of players run into that's more due to approaching the game with preconceived notions that are at odds with the game itself. The thing to bear in mind is that Quest Squires never actually defines what a "square" represents. "Square" is simply QS shorthand for "a unit of distance," but Quigley never establishes any sort of hard-and-fast rule for what that distance is supposed to be, leaving it up to QMs and players to infer that based on context. For example, in battle a square is typically assumed to be somewhere between 5 and 15 meters (there are examples in the combat and spellcasting chapters that support both, occasionally both at once), but when, say, exploring the wilderness then a square can represent an area encompassing miles of terrain, including entire dungeons, villages, or settlements. This is where a lot of the complaints that "martial characters are overpowered" comes from, by the way, because with cheap and easy access to Improvements that allow for bonus squares of movement some groups mistakenly think this means that characters with those Improvements can travel cross-continent in the span of a single day.

So if you keep that in mind the Food & Rations rules make a bit more sense when you consider that the average peasant may never venture outside the square they were born in (leading to the situation where peasants actually don't need to eat since only moving between squares provokes Hunger Checks, so someone who remains within a single square can technically go an indefinite amount of time without food or water). When you're operating using "dungeon measurements" the implication is that PCs naturally burn more calories than the average denizen of Dragynrealm and thus need a constant intake of nutrients and energy in order to quest effectively. Hence why every item listed on the Victuals and Comestibles table in the equipment guide has a calorie rating next to it...by rules-as-written you're actually supposed to be keeping track of that in your Quest Log, but a lot of groups simply skip all of that bookkeeping and use "food packages" instead.