Tuesday, July 2, 2013

Inventory Tracker for AD&D Characters

We run into the same problem every session we play: where are you keeping all those items you keep pulling out of your bags? I myself have been guilty of "hoarding syndrome", which has only gotten worse with the advent of computer games and virtual bag space. Players dislike having to account for all their gear and loot, with the limitations placed on them from Strength and general physical limits of volume and material strength. However, when the players are attempting to remove hauls of epic proportions from giant lairs, they NEED to account for the placement of every copper piece and stowed dagger!

In the interests of coming up with a better way to track all of this inventory, I recommend the creation of an Inventory Tracker for AD&D characters. Using some graphic object-oriented language and small images of containers and standard items, the player can use a computer or tablet to track all inventory quickly and easily, as well as total weight allowances and movement rates. This way, when I ask where something is located I can get a straight answer and not look through about 30 pages of past notes to determine that the item they thought they were carrying was sold off 5 sessions ago...

What is needed:

  • A solid programming language that allows me to easily use drag-and-drop icons to move virtual items from one container to another, probably with stacking of similar items such as torches, coins, oil flasks, etc. with a means of adjusting quantities in a bundle.
  • A library of established icons that are easy to identify as containers and items, including food items, bags, backpacks, pouches, saddle-bags, chests, coins, weapons, armor, gems, jewelry, etc.
  • A paper-doll model of the character showing inventory slots and sub-slots, including spots for helms, rings, necklaces, armor, weapons, backpacks, pouches, bracers, belts, boots, gloves, eye-pieces, and even earrings. Opening a container would reveal a window with contents, total weight carried and remaining space options, etc.
  • A mathematical model that allows all inventory equipped to subtract from available weight allowance, adjusted for current strength and fatigue levels.
  • Addition of mount/mule storage for accounting of surplus party supplies, stowed treasures, and personal items such as spell books.
  • The containers should have their own weight included in the total, and an adjustable amount of volume that can be used to fix each unique container's carrying capacity (once established this amount become fixed and immutable).
  • Items held in place by other items have to be accounted for as well (i.e. a wand or scroll tucked securely under a wizard's belt, a quiver strapped to a backpack, a hood covering a helm, a sack covering a magic lantern, etc.)
  • Ideally it would be great to have a player's version and a DM's version that monitors the player versions.
  • Based on total weight carried, the character's current movement and burden penalties to combat would automatically be displayed. Allowances must be made for magic armor which has encumbrance but is not counted when determining movement.
  • Weapon or item in hand should automatically display when any changes are made (i.e. dropped weapons, holding lanterns, material components, etc.)

I'm not exactly sure how this would be done. I have a smattering of experience with C scripting for Neverwinter Nights, but nothing of this magnitude. I would love to see the icons listed for World of Warcraft used in such an application since they have already made a myriad of multi-colored, generic icons for the thousands of objects in their game. Allowing the characters to select the icons they want may not be the way to go. Allowing the DM to predetermine all the standard objects in the Player's Handbook and some magic items, then import them to a waiting treasure cache on the player's side seems to be the more likely method, although I have no network programming experience and have no idea how to accomplish this.

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