So, for combat Initiative everyone rolls a D6 and then the DM starts counting down from 6 to 1 with each player then acting on their roll, correct?
On the character sheet it lists an Initiative bonus for Dex. Is that bonus ONLY applied during tie-breakers or does it also count to the regular d6 roll with the understanding that 6 is the highest Initiative allowed?
I ask because Str adds a bonus to-hit during combat... so should a high Dex also benefit a character during Initiative?

I'm sold.

I spent 4 years in the Air Force and I can remember having to haul around a full duffel bag worth of stuff during a few exercises. That just included clothes and supplies, no food, and the damn thing weighed a ton!

We had trucks that hauled all the food and water. smile

David wrote:

Actually each day of rations takes a slot.

I usually let characters get two days out of a waterskin unless it's hot. There is usually a stream or some other water feature on the map or in the dungeon where water can be found so it can be refilled easily enough so I don't necessarily track water.

But this is why retainers and horses are so very useful.

It's really a slot for each day of food?

I've recently starting running a test game using LoTFP rules and I diligently enforce the encumbrance rules on the player characters.

Currently the players are often traveling from a Keep to an adventure area and thus need supplies of food and water. So here is my question: How much encumbrance on the character sheet does a weeks worth of food and water take?

I could see how a week of iron rations might only take up a single slot but what about water? Humans need a lot water when doing strenous exercise and I can only imagine that adventuring would require quite a bit of liquid supplies.

Or is it simply a matter of not being that important of a thing and just saying 1 week of food supplies is one slot on the encumbrance chart?

Interesting.

Considering the rock solid connection to money/treasure=xp, when said money/treasure is returned to civilization, I would think that money pilfered without the group's knowledge would count as separate xp. Especially if the money was taken before the rest of the loot was presented to the adventuring group.

However, I can understand the concept of all the treasure xp reward being spread evenly because it avoids interparty conflict. If a single player were to keep stealing all the time or steal huge chunks of the adventure treasure then things might get ugly. As a DM I would get annoyed if a player were to consistently screw over the rest of the group... but if it was a rare event based on good role-playing I would be less alarmed.

Either way, a good topic.