There are ways to do this in a RPG without complicated encumbrance rules.Lifting, dragging, and throwing weight and size is what hulks bringing in and out of combat.
There are ways to do this in a RPG without complicated encumbrance rules.Lifting, dragging, and throwing weight and size is what hulks bringing in and out of combat.
There is.There are ways to do this in a RPG without complicated encumbrance rules.
I dunno... it really isn't hard to down-power a pit fiend so that a party can face off against it at like level 8, nor difficult to let 10th level characters run kingdoms if that's what the campaign theme is about. And teleportation? Misty Step is done by starting characters, Teleportation Circles can be used by any level of character and cast by 9th level ones, and even regular Teleport only needs 13th level... and this doesn't even include the idea of NPCs willing to 'port the PCs to various locations at whatever level the party happens to be. DMs and players will run and play any scenario they want at whatever level they want if it means they get to experience it when they want to.There's an alternative reading, which is that certain sorts of "stories" are level-dependent. For instance, meeting a Pit Fiend as an equal, or carving out a kingdom to rule, or travelling places by way of teleportation - on my understanding of D&D (informed primarily by B/X, AD&D and 4e D&D), these are not things that can occur at any level.
Regardless of if a well designed encumbrance system can be done in d&d without invoking Barbie: "math is hard", what 5.0 & 5.5 gave us is just that. It's on the shoulders of those pushing for simplicity to explain such a system and describe its merits to d&d gameplay. Shaking a finger at a more involved system while banging the drum of simplicity to claim it could be done without complexity does nothing but ask for others to invent or borrow the best simple method & cover the merits for those who are effectively opting out of any encumbrance system while maintaining the option to say "but not like that" like Cartman in the pander
verse might
I encounter this all the time and do wonder why so many gamers think this way. Take a human or an orc and most gamers can understand the concept that they can be a challenge power level of 1-20. But for many others they get stuck on "the creature must be exactly as page 11 says always".There's an alternative reading, which is that certain sorts of "stories" are level-dependent. For instance, meeting a Pit Fiend as an equal, or carving out a kingdom to rule, or travelling places by way of teleportation - on my understanding of D&D (informed primarily by B/X, AD&D and 4e D&D), these are not things that can occur at any level.
This is very much true of modern D&D, even more so 5E. Modern D&D otters nothing 'epic' to high level players. AD&D 2E and a bit of 3E did offer some spots of 'epic'. But BECMI is the only D&D that from zero to god. Once you got to high level in BECMI, your character was doing epic legendary things...changing the political landscape, doing near impossible tasks, fighting gods, and then becoming a god yourself.And my view - tentative, but based on a fair bit of observation of how people talk about their play, and how TSR/WotC present high level play - is that a big problem is that there is a reluctance to allow the sorts of stakes (and associated themes) that are central to epic/mythic fantasy as a part of D&D play. And of course, high level play that is merely a continuation of fetch quests, looting dungeons, and the like won't offer anything that low level play doesn't.
I don't know. There's more than one published D&D adventure featuring a weakened creature and a little side bar saying something like "Its CR is 3 instead of 5 because of its weakened condition."Why do so many gamers have a problem even thinking of a 'weak' Pit Fiend? Or a 'more powerful' Pit Fiend? Any random orc might have a club OR a Sword of Death, and that is just fine as an orc can be of any power level. But Pit Fiends must be by the book. Most encounter rules even have rules for making creatures weaker or more powerful: but so many act like those rules don't exist.
That bold bit cuts both ways, but this is a discussion about why higher levels get less play not purchasing considerations.Not really peopke like what they like. They don't have to justify it.
Up to you if you want to buy the product or not.
I encounter this all the time and do wonder why so many gamers think this way. Take a human or an orc and most gamers can understand the concept that they can be a challenge power level of 1-20. But for many others they get stuck on "the creature must be exactly as page 11 says always".
But Why?
Why do so many gamers have a problem even thinking of a 'weak' Pit Fiend? Or a 'more powerful' Pit Fiend? Any random orc might have a club OR a Sword of Death, and that is just fine as an orc can be of any power level. But Pit Fiends must be by the book. Most encounter rules even have rules for making creatures weaker or more powerful: but so many act like those rules don't exist.
As a DM I know I can drive many players nutty by having orcs with nets, poison darts or even guns. And because "page 11" of the "official rules" does not say "orcs can use poison darts", many players will whine and complain or even leave the game.
That bold bit cuts both ways, but this is a discussion about why higher levels get less play not purchasing considerations.
The post wasn't about what people like and neither was the tangent discussing how the encumbrance rules are insufficient in specific ways that make high level play more difficult to run with somewhat hollow results. The post wasn't about needing to justify their preference, it was about how the failure to do so results in a position that begs those with a different one to craft the position for the poster who didn't do so but is still holding back a ¢"but not like that" & "no I like it for this different reason".