I'm glad to hear it! The thread expects you to report back in due course, preferably with actual play experience to reinforce your conclusions!I confess..somehow this circumstance escaped my notice. I shall have to reconsider..
I'm glad to hear it! The thread expects you to report back in due course, preferably with actual play experience to reinforce your conclusions!I confess..somehow this circumstance escaped my notice. I shall have to reconsider..
Sure. That doesn't bear upon my post, though, which was about whether the game needs to include things that are irrelevant to play in order to establish a plausible imaginary world.Not everyone wants to do D&D the 4e way.
Mundane gear isn't irrelevant to play in my games, so I don't have experience with what you're talking about, but that means I can't deny your claim either, so fair enough.Sure. That doesn't bear upon my post, though, which was about whether the game needs to include things that are irrelevant to play in order to establish a plausible imaginary world.
It feels like most games will have varying amounts of relevant mundane gear - with the hard part knowing in advance which unexpected ones will show up. (Like Steins in the example upthread).Mundane gear isn't irrelevant to play in my games, so I don't have experience with what you're talking about, but that means I can't deny your claim either, so fair enough.
Not everyone wants to do D&D the 4e way.
I guarantee you that, if a DM declared that the closing doors would crush the stein, even if there's every reason in the narrative to believe that's true based on how strong the doors are vs. the stein, without hard rules, many players would pitch a fit.
Sure, but I think what @pemerton (and please correct me if I'm wrong) is kind of the "pick a lane" factor.
Either you go with very limited and abstract equipment lists, and only look at stuff that actually matters.
or
You go with something more like older editions or Torchbearer, where it's more maximalist and maintaining the lists are part of the charm of the game.
Whereas going in-between with equipment lists, but almost none of it matters (as 5E tends towards) is kind of a waste of everyone's time and also without the charm of the maximalist approach.
I disagree, actually. If the players had just grabbed the stein, and it hadn't been described particularly, I don't think many or even really any players would "pitch a fit". If, on the other hand, the stein had been described and was made of steel or something (not sure that's an ideal medium for beer but w/e), or it was some stein the players had had for a while, and that they thought was great for some reason, then you might see the fit-pitching.
In my mind - which may be as mangled as a door-crushed beer stein - these are all related, and relate also to @Warpiglet-7's example of the need to dig the trench.The equipment description and the DC guidelines in the DMG frankly seem to cover just about any situation where that might come up, but I could see then providing a little more guidance in the new DMG. Or, maybe not.
and all the examples you gave I would list as ‘hammer’ and ‘screwdriver’ with a cost and weight and call it a day. Are there a thousand items in the real world that we do not need in D&D at all or only at the highest level of abstraction (hammer), sure.Maybe, but if I went into my garage, I could probably find a hundred different tools I could justify as things that could belong in a d&d setting, and I'm not particularly handy.
What do you think of my suggested approach in post 1816?If we want detailed, intricate systems, that’s what dms guild is for. I’ve no problem with that.
But a little bit more in the core rules isn’t exactly a huge ask.
by not having rules, that decision is being taken away…But at the end of the day, each DM has a decision to make for their games. Do they want rules to govern hardships and travel challenges or do they want to handwave them?
that is the flaw / problemIf you're the kind of DM that wants a piece of equipment to be vital, it's on you to add it to the game. If you want a piece of equipment to have rules, it's again, on you to add those.
it is, but ‘not a rule for everything’ is very different from ‘no rule for anything’Some might balk at that, but this is the "rulings not rules" edition. I keep being told all the time that not having detailed rules for everything is a feature, not a bug.
preciselywhen I give a game company ~40 bucks for a book, I don't really want to be told "hey, make it up". I could already do that

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.