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<blockquote data-quote="Corinnguard" data-source="post: 9206408" data-attributes="member: 7033886"><p>As mentioned earlier in the thread, D&D is part-narrative and part-game mechanics. When it comes to a narrative, a lot of it is implied. The author mentions something and lets the reader subconsciously fill in the blanks. They mention a door, and the reader automatically assumes that the door that character just walked is much like a door in RL. It has a knob that you can grab and twist in a certain direction to open it. If the author mentions that the characters are resting out in the open at nighttime, the reader assumes that they are lying down on bed rolls situated around a warm, blazing fire for a couple of hours. And so forth. Implying something rather describing every single thing for the reader allows the reader to enjoy the narrative. They aren't bogged down with every single detail. </p><p></p><p>Now resource management can certainly bog down the players who are enjoying the narrative that they and the DM are creating with their 'choose your own adventure' story that involves a particular adventure within D&D such as <em>Tyranny of Dragons. </em>There are game mechanics to keep in mind (hit points, spell slots, carrying capacity, food and water rations, ammunition, etc.). And not every player wants to keep tabs on them all. That would take away some of the fun that we get from playing in D&D after all. But maybe it's not that we are ignoring some of the resources that D&D wants us to manage. Maybe we are just implying in some cases that the party is managing them. </p><p></p><p>So which resources does the player actually need to do something about? We need to manage hit points, they're plot armor. They ensure that the party will live to see the next encounter. Food and Water rations otoh can be implied most times. We can imagine that the characters have enough food and water, be it stuff that they bought in the last town they passed through or stuff that the Ranger or the Druid came across in the wilderness. To make things more interesting in the latter case, the DM might ask for a Survival check to see if they succeeded or failed. How often this happen varies from DM to DM. Carrying capacity can be implied. Players aren't carrying everything all of the time. How much ammunition you have can be implied. After a fight, players can scavenge around to recover the arrows and bolts they fired off, or off the bodies of the foes that were dispatched by the party. Spell slots need to be managed, like hp, they'll see you through to the next encounter.</p><p></p><p>Managing resources is pretty much RL. D&D otoh is part reality, part fantasy. It doesn't need to be micro-managed too much. It is a Goldilocks thing after all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Corinnguard, post: 9206408, member: 7033886"] As mentioned earlier in the thread, D&D is part-narrative and part-game mechanics. When it comes to a narrative, a lot of it is implied. The author mentions something and lets the reader subconsciously fill in the blanks. They mention a door, and the reader automatically assumes that the door that character just walked is much like a door in RL. It has a knob that you can grab and twist in a certain direction to open it. If the author mentions that the characters are resting out in the open at nighttime, the reader assumes that they are lying down on bed rolls situated around a warm, blazing fire for a couple of hours. And so forth. Implying something rather describing every single thing for the reader allows the reader to enjoy the narrative. They aren't bogged down with every single detail. Now resource management can certainly bog down the players who are enjoying the narrative that they and the DM are creating with their 'choose your own adventure' story that involves a particular adventure within D&D such as [I]Tyranny of Dragons. [/I]There are game mechanics to keep in mind (hit points, spell slots, carrying capacity, food and water rations, ammunition, etc.). And not every player wants to keep tabs on them all. That would take away some of the fun that we get from playing in D&D after all. But maybe it's not that we are ignoring some of the resources that D&D wants us to manage. Maybe we are just implying in some cases that the party is managing them. So which resources does the player actually need to do something about? We need to manage hit points, they're plot armor. They ensure that the party will live to see the next encounter. Food and Water rations otoh can be implied most times. We can imagine that the characters have enough food and water, be it stuff that they bought in the last town they passed through or stuff that the Ranger or the Druid came across in the wilderness. To make things more interesting in the latter case, the DM might ask for a Survival check to see if they succeeded or failed. How often this happen varies from DM to DM. Carrying capacity can be implied. Players aren't carrying everything all of the time. How much ammunition you have can be implied. After a fight, players can scavenge around to recover the arrows and bolts they fired off, or off the bodies of the foes that were dispatched by the party. Spell slots need to be managed, like hp, they'll see you through to the next encounter. Managing resources is pretty much RL. D&D otoh is part reality, part fantasy. It doesn't need to be micro-managed too much. It is a Goldilocks thing after all. ;) [/QUOTE]
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