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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Ovinomancer" data-source="post: 7597763" data-attributes="member: 16814"><p>Yep. I've repeatedly found that my players really drive hard to finding/buying/crafting a bag of holding in D&D so that they can skip over the inventory mini-game. I find it very odd that the game devotes so much page space to items weights and sizes and to encumbrance rules (5e has two separate encumbrance options!) only to add an item that makes such things largely pointless. I mean, you could overload the bag by having a lot of stuff the players want to take, but then it's pretty easy to weed without serious hard choices except for the gameplay time it takes to do so. D&D does this often with magic items -- short out entire sections of rules or radically change gameplay. Not that this is bad, per se, but it is odd that they'd build in these mechanics only to discard them when the appropriate item is acquired. Flying is kinda the same way.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7597763, member: 16814"] Yep. I've repeatedly found that my players really drive hard to finding/buying/crafting a bag of holding in D&D so that they can skip over the inventory mini-game. I find it very odd that the game devotes so much page space to items weights and sizes and to encumbrance rules (5e has two separate encumbrance options!) only to add an item that makes such things largely pointless. I mean, you could overload the bag by having a lot of stuff the players want to take, but then it's pretty easy to weed without serious hard choices except for the gameplay time it takes to do so. D&D does this often with magic items -- short out entire sections of rules or radically change gameplay. Not that this is bad, per se, but it is odd that they'd build in these mechanics only to discard them when the appropriate item is acquired. Flying is kinda the same way. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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