Tomasz does RPGs

Rounding out some details in Kala Mandala: skills, items, mechanics

While creating pre-gens, I found a few things that I thought would need fleshing out at the table. Note that not all of these have not been playtested. All references to Early Access 0.13a.

Skills

Aromatherapy (Fighting)

Rote Learning (Magic)

Beats to Study to (Magic)

Can Be Improved (Magic)

Mini Maladies (Healing)

Baby Spirit (Thieving)

Workout Meal (Fighting)

Fortifying Foods (Healing)

With both Fortifying Foods and Workout Meal, there's a tradeoff in carrying the power-ups or the replenishable ration. Without a replenishable ration, the character risks Exhaustion (Playbook, p. 30).

Skills and prayers

The following skills can be used as dance, songs, or food for purpose of making a Good Offering:

Inventory

Armour: only rattan buckler counts as 1 item, others as Small.

Arrows: 1 item on top of bow (which is bulky).

Heirlooms: are Small or otherwise do not count as Item slots except,

Also to be determined by player: if you have the torch, how are you carrying it to avoid setting things on fire?

Lockpicks: are Small.

Other things to be considered.

Over-encumbrance: my instinct is not to use Cairn-style full inventory rules (full inventory = 0 HP), but it's an option. 8 inventory slots is tough! It may reflect an emphasis on meddling-style adventure rather than acquisitive power-building in "Eurocentric fantasy" (see Playbook Design Notes) (which may also be proto- and/or crypto-Capitalist in nature?), but inventory and money are still mechanically important. For this reason, I didn't count gold as inventory during my first play.

Scars: do you want to use Cairn's scar rules?

Rations: (copied from previous post) it seems like the game is halfway between two systems. On one hand, a ration is a replenishable inventory item meant to last for an adventure. On the other, characters starts with 2 or 3 in their loadout, suggesting that more than one would be consumed in a session - this would be unnecessary if a ration were replenishable, although introducing ration loss/consumption as a dungeon or wilderness event as in Cairn might require this. Also, the skill Fortifying Foods treats rations as one-off consumables (Workout Meal might as well, though not explicitly stated).

I like the idea of replenishable rations, and I also like the idea of being able to power up the rations as consumables with skills, so I'm not sure how best to handle this.

First aid kits: if these do operate like bandages in Cairn (to stabilize someone with Critical Damage), they're a raw deal. One use of bandages is equivalent to 1/30 of a character's item slots (1/27 if they're avoiding full inventory), but one use of first aid kit is equivalent to 1/16 item slots in Kala Mandala (assuming you're not using full inventory rules). Not that these must be balanced, but something to think about.

Downtime and growth: PCs should be able to maintain most skills and skill-related consumables. I'm also inclined to supplement the Growth procedures (Playbook, p. 31) with Cairn's Downtime Actions procures. However, I have a question about how to balance skill maintenance and the clock for learning skills and other downtime growth: given more than just a couple days, it makes sense that PCs would have the opportunity to do both. This might not need a more rigorous procedure, but more table discussion and specific rulings.


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  1. It's not specified in the skill description that each meal is a ration item, but I decided to treat it like Fortifying Foods.

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