Goods (PSR Supplement)

From D&D Wiki

Jump to: navigation, search
PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Goods are common consumable items that are typically traded in marketplaces or which exist in the possession of ordinary people, and which are generally in a low but constant demand. This includes fresh and preserved food, clean drinking water, common ingredients like salt, and whatever other small items may be commonly accessible. If magic is well-known and spell-casting relatively common in the region, common spell material components may also be sold or bartered as goods. Items like torches and lanterns are typically sold as gear, but rags and lamp oil required for their function may be considered goods.

Goods are usually measured by their weight or value, rather than by individual volume. For example, a set of meals whose food components weight 1 pound in total is considered the average for a single medium humanoid to consume each day, regardless of the actual amount of meats, vegetables, or the like were put into the meals.

The value of goods does not necessarily match the price that it will be bought, sold, or bartered at. Goods can generally be bought at 1.5 times their value and sold to shopkeepers at 1/2 their value. Regional scarcity, the opinion a shopkeeper may have of their customer, and success or failure at haggling may result in a price which is higher or lower than normal.

Depending on the setting, goods of or above uncommon rarity might not be bought or sold in common markets, and may be sought after or sold in specialty shops or on the black market. Additionally, goods that are clearly stolen will not be bought or sold by shopkeepers in public markets. The use of backroom deals, the black market, or a fencer may be required.

Home of user-generated,
homebrew pages!


Advertisements: