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General Tabletop Discussion
*Dungeons & Dragons
Does anyone actually track rations?
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<blockquote data-quote="Li Shenron" data-source="post: 6707300" data-attributes="member: 1465"><p>Not carefully keeping track of rations, but often I tell players stuff like "you have X days worth of food and water". It's just a small incentive to somewhat keep track of the passage of time.</p><p></p><p></p><p></p><p>I agree that this isn't the best, but it's complicated... The game is full of abilities (and especially spells) which can bypass entire categories of problems. My general idea is that problems are <em>interesting</em>, and in fact I consider "problem-solving" a major aspect of a RPG. But at the same time, even without spells, there's a risk that solving those kinds of problems becomes a mere routine. E.g. in an urban campaign -> rations finished -> "ok I go to the shops and buy food" -> problem solved <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> If you replace a spell with an ability, it's not much of an improvement... for example a <em>Create food and water</em> spell vs rolling for a <em>Survival</em> check, it's not so that the first sucks and the second is brilliant.</p><p></p><p>It's ok to play a campaign where all the basic needs are assumed covered, and you focus on more heroic stuff. Nevertheless those mundane problems can sometimes be the key to improve "immersion" into your fantasy world. The main issue is always how to make them interesting instead of being a boring routine chore.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6707300, member: 1465"] Not carefully keeping track of rations, but often I tell players stuff like "you have X days worth of food and water". It's just a small incentive to somewhat keep track of the passage of time. I agree that this isn't the best, but it's complicated... The game is full of abilities (and especially spells) which can bypass entire categories of problems. My general idea is that problems are [I]interesting[/I], and in fact I consider "problem-solving" a major aspect of a RPG. But at the same time, even without spells, there's a risk that solving those kinds of problems becomes a mere routine. E.g. in an urban campaign -> rations finished -> "ok I go to the shops and buy food" -> problem solved :D If you replace a spell with an ability, it's not much of an improvement... for example a [I]Create food and water[/I] spell vs rolling for a [I]Survival[/I] check, it's not so that the first sucks and the second is brilliant. It's ok to play a campaign where all the basic needs are assumed covered, and you focus on more heroic stuff. Nevertheless those mundane problems can sometimes be the key to improve "immersion" into your fantasy world. The main issue is always how to make them interesting instead of being a boring routine chore. [/QUOTE]
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