← cairn roller

What a slot is worth

Cairn puts magic entirely into objects — a spellbook is one slot and a Fatigue to read, a relic is one slot and a recharge condition — and then caps a character at ten slots, of which filling the last drops you to 0 HP. That makes the interesting question about an item not what does it do but what does it do per slot of pack space. Which is a question the encounter oracle can answer, because it already prices a fight: give the party the item, run the same fights on the same dice, and see how much of the toll goes away.

The party doing the carrying

Value is measured in toll averted — the same unit the oracle uses for encounters, the expected fraction of the party that doesn't walk away — averaged over a fixed basket of six fights: five goblins, four skeletons, three bandits, three wolves, one ogre, one troll — with every creature's abilities switched on, so the troll gets back up. A mixed basket matters: armour is worth far more against the swarm, a blast bomb against the crowd, a bigger die against the big one.

Every item, by value per slot

The cliff

The same shield, offered to the same party carrying more and more junk. This is the number that makes Cairn's inventory a game rather than a list.

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