Ruin Explorer
Legend
So it's acceptable for your character to know to pick a lock, fast-talk a king, climb a slippery vertical surface with no handholds, backflip over multiple armed orcs, roll out of a fireball or a thousand other things you could never, ever do or even really understand how to do, but it's completely and totally unacceptable that your character could remember to bring something that you, the player did not?From what little I know, some of those systems come at (a to me unacceptable) cost of handwaving what that equipment actually is. You're in the field and for some reason you need a crowbar right now? If you've got an equipment use or plot coupon left, then - poof - you've got a crowbar (and one less equipment use); which means you don't have to think/guess in advance as to what you're going to need and further, can't be stuck without that vital piece of equipment until-unless you run out of coupons.
To me this blows away the whole pre-planning and preparation aspect of play.
No thanks.
That seems like a very curious double-standard. The great thing with plot coupons and so on is that they make the characters seem more capable and realistic, and not like they're all as dumb or as smart as the players.
Also that is not true and you are showing your ignorance of such systems by making this false claim.which means you don't have to think/guess in advance as to what you're going to need
On the direct contrary, the plot coupons and so on typically act to fill GAPS in your planning that expert thief you're playing would have thought of, whereas the slightly overweight 40-something lawyer you are would not.