I'd be grateful for any suggestions regarding the following wall of text, thanks
I was considering imposing an item limit in the game as a house rule. It doesn't happen every time, but there are a few games (particularly with the less challenging Ancient Ones and certain investigators) where it becomes possible for investigators to stockpile lots of items.
There are other ways to make stockpiling less likely, such as increasing the general difficulty to reduce the free time the investigators have to go to the stores or have encounters, but I think an item limit makes sense in and of itself - it seems a little odd to have a character running around with two rifles and a shotgun (this doesn't happen often of course, but it being possible is strange).
I can think of two methods for item restriction. First, separate unique items; common items; spells; skills; and allies.
The first method is to assign slots based on stamina and sanity. So unique items and spells both use up a sanity slot, and common items use up a stamina slot.
For example; if an investigator has a maximum sanity of 5, they have 5 spell slots and 5 unique item slots. An investigator with 7 maximum stamina has 7 common item slots.
Next, items are assigned weights or slot counts. For example, in the common item deck, all 2-handed weapons count as 2 slots. X-handed weapons and tasks count as 0 slots. 1-handed weapons and tomes count as 1 slot. The rest of the items can be sorted through and assigned weights or slots (I'd say items like the student newspaper and map of Arkham should be 0 slot, while most others would be 1 slot). Vehicles would count as 0 slots (as they aren't being carried).
The process can then be repeated for the unique item and spell decks.
The second method is similar, but instead uses maximum possible Lore for spells, maximum possible Fight for common items, and maximum possible Will for unique items.
Obviously there are a few considerations for both methods. The first method seems a little inelegant (unique items and spells both use sanity; most investigators have similar Sanity and Stamina stats), while it does make a certain amount of sense - characters such as the professor won't be able to carry many common items, while the soldier will be able to carry a lot. Conversely, the professor will be able to have lots of spells and unique items to reflect his arcane training and interests, while the soldier's fragile mind can't handle such occult burdens.
The second method is more elegant (Fight is used as a strength check in many encounters and so makes sense as a common item carrying capacity measure, Lore makes sense for spells).
It also means that the soldier (6 Fight) can be a walking armoury, while the professor (6 Lore) can have many spells, which makes sense.
For the second method to work, the limit would have to be the maximum possible Fight, Will, or Lore score - changing the slider wouldn't affect the limit.
I wanted to give unique items a separate measure from common items to reflect their sanity cost - they are generally bizarre items from other worlds and dimensions, and so the idea is that their limit should be measured by an investigator's Will or Sanity. Too much contact with unearthly items wouldn't be good for the mind. Exhibit items would count as unique items for the purpose of slots.
This would only work if you allowed investigators to discard items if they take a new item that would go over their item limit. Hopefully item limits would also force investigators to make some difficult choices during the game and make it more challenging.
Finally, there are some problems. Some characters have low Fight scores but should (thematically) be able to carry lots of items - the Bootlegger for example (3 fight).
Also, should a change in maximum Sanity or Stamina (for the first method), or Lore, Will, or Fight (the second method - for example certain skill cards) also affect the item limits?
I'd also like to limit skills and possibly allies too, but I'm not sure how to do it (perhaps an arbitrary limit not based on stats).
So, if anyone has any suggestions about this and how to make it work better, I'd be very grateful. I've already gone through the decks and assigned slot counts, so if anyone is interested in using item limits I can post those and save some work. Also, any criticisms are welcome - if I've missed a really obvious reason as to why its unworkable, please let me know.
Thanks!