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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7573851" data-attributes="member: 6785785"><p>Yeah, I agree. As time has gone on, I've looked at those kinds of elements over the years and thought about the value of introducing some kind of complication (carrying capacity/encumbrance) which was mostly annoying to track and manage, and then introducing a solution to the problem in the form of a magic item. It just seems annoying, and then the resolution of the problem comes from some external boon from the DM anyway, so it's not even like a limitation that the PCs work to overcome. </p><p></p><p>I decided a long time ago to simply remove the carrying capacity/encumbrance rules as they were, and simply allow people to carry whatever they wanted, and apply only a kind of "common sense" limit to the items. </p><p></p><p>Then, when players would invariably try to "add" an item to their character's inventory when that item proved to be needed in play, I just started allowing it. Why wouldn't they have a rope? Would it be better for play to deny them the rope? Probably not. </p><p></p><p>Then when games started tinkering with the idea of inventory slots, or load, it was just a more formalized method of what my group had already started doing. </p><p></p><p>Thinking about the different sides of the discussion, I think this kind of captures a big part of the divide. So many folks have tweaked D&D to make it do what they want to avoid these kinds of "fiddly" or otherwise boring (for them) mechanics. But they're just used to this because it's been something they've kind of done over time, and it's more like a house rule which maybe makes it less real or official in some way, maybe? </p><p></p><p>But if you formalize it and put it in the rules from the start, it seems odd because it basically immediately does what most are used to doing themselves over time, with all manner of minor justifications along the way. </p><p></p><p>Just a thought.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7573851, member: 6785785"] Yeah, I agree. As time has gone on, I've looked at those kinds of elements over the years and thought about the value of introducing some kind of complication (carrying capacity/encumbrance) which was mostly annoying to track and manage, and then introducing a solution to the problem in the form of a magic item. It just seems annoying, and then the resolution of the problem comes from some external boon from the DM anyway, so it's not even like a limitation that the PCs work to overcome. I decided a long time ago to simply remove the carrying capacity/encumbrance rules as they were, and simply allow people to carry whatever they wanted, and apply only a kind of "common sense" limit to the items. Then, when players would invariably try to "add" an item to their character's inventory when that item proved to be needed in play, I just started allowing it. Why wouldn't they have a rope? Would it be better for play to deny them the rope? Probably not. Then when games started tinkering with the idea of inventory slots, or load, it was just a more formalized method of what my group had already started doing. Thinking about the different sides of the discussion, I think this kind of captures a big part of the divide. So many folks have tweaked D&D to make it do what they want to avoid these kinds of "fiddly" or otherwise boring (for them) mechanics. But they're just used to this because it's been something they've kind of done over time, and it's more like a house rule which maybe makes it less real or official in some way, maybe? But if you formalize it and put it in the rules from the start, it seems odd because it basically immediately does what most are used to doing themselves over time, with all manner of minor justifications along the way. Just a thought. [/QUOTE]
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