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*TTRPGs General
A simple, system-neutral encumbrance system incorporating weight and bulk
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<blockquote data-quote="delericho" data-source="post: 7317776" data-attributes="member: 22424"><p>Sure. The system's far from perfect - I'd be willing to claim it's <em>useful</em> for some groups, but that's all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>In most campaigns, the question of whether a given PC has, say, a candle is going to be important very rarely, if at all. In such a case, the DM would need to make a ruling (or pre-assign a %age chance of them having any given item, or whatever), and the players would need to trust the DM to do so.</p><p></p><p>Of course, if a player wants to make a point of his character having a given item, he can choose to assign it as one of his 'things'... but he can't do that for everything.</p><p></p><p>(In the odd case where a given campaign considers, say, candles to be unusually important, the DM should probably tell the party to track them carefully - and handwave something else instead. In the case where there really is nothing, or very little, that the group is happy to handwave, they probably need a full-fat encumbrance system.)</p><p></p><p></p><p></p><p>I intentionally went for something extremely limiting. If encumbrance doesn't lead to careful choices on what to carry and what to leave behind, it's better off ignored.</p><p></p><p>(And that's my big problem with the encumbrance system in most D&D editions as written - the player is encouraged to carefully calculate an encumbrance total, tracking weights down to the single coin and arrow... and then the limits are so high that they might as well not bother.)</p><p></p><p></p><p></p><p>Yep, that's a weak spot in the system. In that case, I'd let the player assign "my throwing knives" as one 'thing'.</p><p></p><p>Again, I didn't claim the system was perfect - its virtues are rather than it's quick, simple, and easy to remember. I'd argue that it's "good enough" for the right group in most cases... but it's certainly not for everyone or for every campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 7317776, member: 22424"] Sure. The system's far from perfect - I'd be willing to claim it's [i]useful[/i] for some groups, but that's all. :) In most campaigns, the question of whether a given PC has, say, a candle is going to be important very rarely, if at all. In such a case, the DM would need to make a ruling (or pre-assign a %age chance of them having any given item, or whatever), and the players would need to trust the DM to do so. Of course, if a player wants to make a point of his character having a given item, he can choose to assign it as one of his 'things'... but he can't do that for everything. (In the odd case where a given campaign considers, say, candles to be unusually important, the DM should probably tell the party to track them carefully - and handwave something else instead. In the case where there really is nothing, or very little, that the group is happy to handwave, they probably need a full-fat encumbrance system.) I intentionally went for something extremely limiting. If encumbrance doesn't lead to careful choices on what to carry and what to leave behind, it's better off ignored. (And that's my big problem with the encumbrance system in most D&D editions as written - the player is encouraged to carefully calculate an encumbrance total, tracking weights down to the single coin and arrow... and then the limits are so high that they might as well not bother.) Yep, that's a weak spot in the system. In that case, I'd let the player assign "my throwing knives" as one 'thing'. Again, I didn't claim the system was perfect - its virtues are rather than it's quick, simple, and easy to remember. I'd argue that it's "good enough" for the right group in most cases... but it's certainly not for everyone or for every campaign. :) [/QUOTE]
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