Rules Clarification This thread is for clarifying rules, both core, variant and home brew. As it stands the following rules will be used to supersede and supplement the basic core rules outlined in the Player's Handbook (PHB). Coinage (PHB 143) - Gold coin (gp) is standard unit. Electrum (ep) and especially Platinum (pp) are rare and PC's might find merchants unwilling to trade in Platinum or Electrum. More details in the Wealth and Society thread. Below is some point form notes for basic reference: Gold coin is like the twenty dollar bill, everyone has a few on hand and use it for most purchases. Electrum is like 50 cent piece, no one uses it on a daily basis and some merchants might not be able to accept it for that reason. Platinum is like the 100 or even 1000 bill that no one is willing to make change for you. Also - very few "common people" will ever see a pp on a regular basis. The sight of it is like showing off a 1000 bill. Weight - Remember coins have weight . To keep it simple - for every 50 coins, regardless of metal, add 1 lb to inventory. Variant: Equipment Sizes (PHB 144) - Equipment of same race is acceptable and assumed with minor alterations that the character can do themselves. Equipment from another difference (even within same size category) will need to be adjusted with proper tools and skill checks (or paid services) in order to be fully functional. Examples below: Human PC can pick up the human guard's uniform and spend a small amount of time altering it with rudimentary techniques to "make it work". It would be assumed over time the PC would continue to improve the fitting of the uniform with negligible expense. Human PC would be required to take the Half-Orc chainmail to a metalworker (armourer or blacksmith) to get it fitted to proper human dimensions. The PC could also attempt skill checks with the proper equipment and time. Used or worn out clothing would still need to be tailored to be fully repaired. Rule of thumb for cost of service for repair or fitting will be 1d4 x 10% of equipment base cost. Selling Treasure (PHB 144) - Equipment must be in good condition and Monster specific equipment is rarely good enough condition to sell. PC's can still attempt to find a metal worker to sell the scraps too. Rule of thumb will be 10% of equipment cost for damaged or monster equipment (even after cleaning whatever goo or entrails might encrust the equipment) Variant: Encumbrance (PHB 176) - as described in Player's Handbook. Knocking a Creature out (PHB 198) - PC's must declare that they are attempting to knock the target out before making the attack roll. A failed attack roll might end up still connecting but end up damaging the target. Exhaustion (PHB 291) - as described in the Player's Handbook.