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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7573567" data-attributes="member: 29398"><p>Is this Ammo expended one per shot (thus you only get 5 shots before you run out) or is it 1 Ammo per combat/encounter no matter how many actual shots are taken?</p><p></p><p>Either way, at least it's an attempt. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Yeah, I'll willingly concede encumbrance is a bloody nuisance to track. Devices of Holding soon become everybody's best friend. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>It's a start, but were it me I'd certainly want to break down Adventuring Gear into some component parts. For example, say some mishap causes your Adventuring Gear to get damaged somehow - how do you determine what you still have?</p><p></p><p>This puts a lot of onus onto the players to not game the system, I think, with PCs who just always happen to have exactly what they need when they need it when what they need is some otherwise obscure piece of gear that might otherwise never see the light of day. Cool if you can pull it off. It'd never fly here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Agreed. Some things (ammo, food and water, weapons and armour carried/worn) are certainly more important to track than others; and the importance diminishes overall as levels and wealth get higher. For example, at very low levels in D&D light sources need to be carefully tracked be it spell duration, burn time on a torch, amount of oil left for the lantern, whatever. But once the PCs get access to Continual Light or Everburning Candles or whatever this tracking can largely disappear except in unusual circumstances e.g. operating in a no-magic zone.</p><p></p><p>I'll have to give this system a look if it ever crosses my path. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Yes. I'm referring to small-d unstructured downtime I guess, where you're referring to big-D Downtime as a specific facet of play.</p><p></p><p>Numidius' tale was over the top for sure, but what would big-D Downtime have to say about the session I played in a few weeks ago (which I think I referenced upthread) where most of it was taken up with story-irrelevant role-play surrounding a castle being painted pink*?</p><p></p><p>I guess I'm saying that not everything has to tie in to the ongoing story or drama or what-have-you, as long as we're having fun.</p><p></p><p>* - this was a completely player-driven sequence, by the way - the DM had nothing to do with its planning, execution, or fallout other than (because it was done covertly) neutrally narrating the results.</p><p></p><p>[HR][/HR]</p><p></p><p>Which probably at least in part explains why 4e as a system tended to rub me the wrong way.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7573567, member: 29398"] Is this Ammo expended one per shot (thus you only get 5 shots before you run out) or is it 1 Ammo per combat/encounter no matter how many actual shots are taken? Either way, at least it's an attempt. :) Yeah, I'll willingly concede encumbrance is a bloody nuisance to track. Devices of Holding soon become everybody's best friend. :) It's a start, but were it me I'd certainly want to break down Adventuring Gear into some component parts. For example, say some mishap causes your Adventuring Gear to get damaged somehow - how do you determine what you still have? This puts a lot of onus onto the players to not game the system, I think, with PCs who just always happen to have exactly what they need when they need it when what they need is some otherwise obscure piece of gear that might otherwise never see the light of day. Cool if you can pull it off. It'd never fly here. :) Agreed. Some things (ammo, food and water, weapons and armour carried/worn) are certainly more important to track than others; and the importance diminishes overall as levels and wealth get higher. For example, at very low levels in D&D light sources need to be carefully tracked be it spell duration, burn time on a torch, amount of oil left for the lantern, whatever. But once the PCs get access to Continual Light or Everburning Candles or whatever this tracking can largely disappear except in unusual circumstances e.g. operating in a no-magic zone. I'll have to give this system a look if it ever crosses my path. :) Yes. I'm referring to small-d unstructured downtime I guess, where you're referring to big-D Downtime as a specific facet of play. Numidius' tale was over the top for sure, but what would big-D Downtime have to say about the session I played in a few weeks ago (which I think I referenced upthread) where most of it was taken up with story-irrelevant role-play surrounding a castle being painted pink*? I guess I'm saying that not everything has to tie in to the ongoing story or drama or what-have-you, as long as we're having fun. * - this was a completely player-driven sequence, by the way - the DM had nothing to do with its planning, execution, or fallout other than (because it was done covertly) neutrally narrating the results. [HR][/HR] Which probably at least in part explains why 4e as a system tended to rub me the wrong way. [/QUOTE]
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