this post was submitted on 16 Nov 2024
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I'm afraid I don't remember the name of the system or else I'd link the rules, but I do remember playing a game where I really liked what they did with inventory and currency.
Basically, the game divorced the rules from the settings' currency entirely. So if you're into homebrew, that means it works equally well with gold, credit chips, reputation, bottle caps, and seashells
When you defeated a monster, finished a quest, or found hidden treasure, you would acquire LOOT. Get ten LOOT and you level up at the end of the adventure.
Instead of writing down and purchasing all of your basic equipment, you would have a certain number of GEAR points. If you found you were in a situation where you needed some item, you could mark off one of your GEAR to retroactively have brought that item with you.
I liked it because it sped up play and was super newbie friendly. You no longer run into a situation where a career adventurer plum forgot to buy torches before spelunking. It also meant you didn't have to roll a check for each item in the dragon's hoard to see if you could afford to feed your hirelings.
If that system sounds familiar to anyone, please let me know. I wouldn't mind taking it for a spin again
That sounds like every generic/settingagnostic RPG.