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D&D 5E Legends & Lore 03/24/2014

Wouldn't the 21st century solution be to allow players to retrospectively declare what the character has when it's useful for the story? c.f. "Preparedness" in the GUMSHOE system.

Doesn't suit the "physical model" school of players. In my games (frex) I'd rather the rules have a specific power or feat that allows for such a thing (like Batman's Omni-Gadgets) instead of it being a universal rule "just 'cause".
 

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I have to say that the articles from the past several weeks have been eroding my original enthusiasm for 5E, but this one has boosted it back up quite a bit. This is exactly the sort of thing I want to see. And I think the Trinkets idea is awesome! (Not that any of this is new, but its still good to see, IMO.)
 

Doesn't suit the "physical model" school of players.
Yes. But they aren't all players and there's no need to inflict their predilections on the incoming generation.

In my games (frex) I'd rather the rules have a specific power or feat that allows for such a thing (like Batman's Omni-Gadgets) instead of it being a universal rule "just 'cause".

In GUMSHOE, preparedness is a skill. Effectively, it's a limited number of points to be spent in an adventure. So, probably similar to your preferences.
 

Is this a thing people still do? I can't remember the last time I purchased equipment that wasn't magical.

Wouldn't the 21st century solution be to allow players to retrospectively declare what the character has when it's useful for the story? c.f. "Preparedness" in the GUMSHOE system.

This is very much a matter of playstyle. For some of us, one of the big attractions of 5e is the potential to have equipment and gear matter AND not be assumed based on your level, but rather have to be earned.

I like a game where tracking arrows is important, and where it matters that you're shooting them off a cliff because you are not going to be able to retrieve half of them, and where a clever character might be rewarded for thinking to buy a hand mirror or bag of flour.
 

I think this is another example of the 5e designers thinking not only about the rules, but about how people actually go about playing the game. I approve.
 

GUMSHOE is a storygame so uses the storygame mechanic. Skills as was mentioned. D&D is a resource based game where people face monsters and gain treasure.

Otherwise we'd all roll the "Magic Item" skill check and invent stuff on the spot. No game play necessary.
 

I have no problem with pre-selected gear packages as long as players have the option to pick their gear a-la-carte. Since the article says that will be the case, I approve. I hope that even if one picks the gear packages for their class and background, they are also given some money to buy a few odds and ends as well. I'm one of those players that usually buys things like chalk and vials. You never know when they might prove useful.
 


GUMSHOE is a storygame so uses the storygame mechanic. Skills as was mentioned. D&D is a resource based game where people face monsters and gain treasure.

Actually, general ability pool points are a limited resource in GUMSHOE so it is certainly possible to play it as a resource management strand in parallel to the clue finding (story progression) of the investigative abilities. Are you saying that all there is to D&D is a resource based game? I always thought it could be more ...

Otherwise we'd all roll the "Magic Item" skill check and invent stuff on the spot. No game play necessary.

As you yourself have used game in storygame, I guess you can appreciate there is still lots of game to play where players can contribute to the story/world "on the spot".

[A bit of an aside ...]
Also, in D&D as a resource based game, I can see the the player has to aspire to expertly manage the resources of the character. However, in a roleplaying game isn't some competence assumed for the character? Does the player of a fighter need to say that the character has bought a whetstone to keep his sword sharp? Put his shoes on in the morning? Is having a bit of string or a pencil in you kit (though previously undeclared) that different? (I also concede immediately that dials for realism and starting competence do apply too).
 

Into the Woods

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