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General Tabletop Discussion
*TTRPGs General
Encumbrance, hunger, and less gold = more immersive roleplaying...?
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<blockquote data-quote="Saeviomagy" data-source="post: 1052321" data-attributes="member: 5890"><p>I would suggest, instead of doing the (frankly horrendously tedious) accounting of food and water, you simply use the "lifestyle" rules from the DMG.</p><p></p><p>Next up, basically prohibit the trafficking of magical items. If you want to find someone to buy that sword, then it's going to take a trip.</p><p></p><p>Finally, make the bulk of most treasures difficult-to-trade items. Items which are worth many, many times more than what most merchants would be able to afford.</p><p></p><p>Basically you'll be slowing the accumulation of money, while not making adventuring a stupid and worthless pursuit (hey - they DO have treasure if they can sell it off...). Additionally you'll be incurring costs. This should keep players low on readily-useable funds, while not descending into "tick off your day of food, tick off your day of water".</p><p></p><p>If the players are in a situation where accounting of food and water will actually matter (like an uninhabited wasteland), then just get them to tell you how much food and water they put on board in the first place. Then you only need to worry about it when something obviously goes wrong with their journey.</p><p></p><p>Finally note that there's a good chance that any druids, rangers or barbarians in the party will basically always be able to find plenty of food and water with wilderness lore checks. Druids and clerics will both be able to MAKE plenty of food and water.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1052321, member: 5890"] I would suggest, instead of doing the (frankly horrendously tedious) accounting of food and water, you simply use the "lifestyle" rules from the DMG. Next up, basically prohibit the trafficking of magical items. If you want to find someone to buy that sword, then it's going to take a trip. Finally, make the bulk of most treasures difficult-to-trade items. Items which are worth many, many times more than what most merchants would be able to afford. Basically you'll be slowing the accumulation of money, while not making adventuring a stupid and worthless pursuit (hey - they DO have treasure if they can sell it off...). Additionally you'll be incurring costs. This should keep players low on readily-useable funds, while not descending into "tick off your day of food, tick off your day of water". If the players are in a situation where accounting of food and water will actually matter (like an uninhabited wasteland), then just get them to tell you how much food and water they put on board in the first place. Then you only need to worry about it when something obviously goes wrong with their journey. Finally note that there's a good chance that any druids, rangers or barbarians in the party will basically always be able to find plenty of food and water with wilderness lore checks. Druids and clerics will both be able to MAKE plenty of food and water. [/QUOTE]
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Encumbrance, hunger, and less gold = more immersive roleplaying...?
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