Material Good (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

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

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Material goods are a term used for scrap metal, hides, mushrooms, extracted poisons, and other items characters might harvest from monsters or extract from the environment that can be used in crafting. Materials are trade goods, but are less value-dense than for example gems or artwork. The value of materials is that protags can use them to directly reduce the costs of crafting or repairs, as detailed in downtime enterprises.

Tool-Specific. Each material is associated with one artisan's tool. For example scrap metal could be a smith’s material worth 1 gp. If you write down materials or add them to your inventory, you can choose to note something like "smith 1 gp" instead of the actual original form of the material.

Optional Nuance. Your narrator's campaign might have a more specific system or specific uses; for example a redcap mushroom might be a high-value alchemy material, but only be useable to craft healing potions specifically.