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General Tabletop Discussion
*TTRPGs General
Encumbrance, hunger, and less gold = more immersive roleplaying...?
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<blockquote data-quote="Spatula" data-source="post: 1052465" data-attributes="member: 2198"><p>Not a big deal. You should trust the players to keep track of encumberance on their own, which shouldn't be a problem.This is something that I wouldn't like as a player. Maybe you just mean skills that the players shouldn't know the outcome of, like Search, which isn't AS bad... but it basically says that you think your players aren't good enough RPers to seperate player knowledge from character knowledge. But then, maybe they aren't.It's hard to make overland movement engaging - unless something interesting is happening, of course, but the movement is not interesting on its own.Get a program to generate the items for you, and a laptop to run it on during the game. <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=":)" /> This is a cool idea, though, if you can pull it off during the game without dragging things down. Perhaps waive it for mundane items, unless there's a good reason not to. But for magic items you can develop a simple method for figuring out the number of items the shop has on hand (modified by the size of the city and the character of the shop), and then randomly determine the items using the DMG tables. If the players want something not on-hand they can have it custom made (which could provide some valuable down time for characters that need it, like wizards). Player participation could be increased with Gather Info or Knowledge (local) rolls that could result in a better chance of finding what they're looking for.Depends on what the players expect out of the game. It definitely moves away from grand epic gaming, towards a more "gritty" feel.</p></blockquote><p></p>
[QUOTE="Spatula, post: 1052465, member: 2198"] Not a big deal. You should trust the players to keep track of encumberance on their own, which shouldn't be a problem.[b][/b]This is something that I wouldn't like as a player. Maybe you just mean skills that the players shouldn't know the outcome of, like Search, which isn't AS bad... but it basically says that you think your players aren't good enough RPers to seperate player knowledge from character knowledge. But then, maybe they aren't.[b][/b]It's hard to make overland movement engaging - unless something interesting is happening, of course, but the movement is not interesting on its own.[b][/B]Get a program to generate the items for you, and a laptop to run it on during the game. :) This is a cool idea, though, if you can pull it off during the game without dragging things down. Perhaps waive it for mundane items, unless there's a good reason not to. But for magic items you can develop a simple method for figuring out the number of items the shop has on hand (modified by the size of the city and the character of the shop), and then randomly determine the items using the DMG tables. If the players want something not on-hand they can have it custom made (which could provide some valuable down time for characters that need it, like wizards). Player participation could be increased with Gather Info or Knowledge (local) rolls that could result in a better chance of finding what they're looking for.[b][/B]Depends on what the players expect out of the game. It definitely moves away from grand epic gaming, towards a more "gritty" feel. [/QUOTE]
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Encumbrance, hunger, and less gold = more immersive roleplaying...?
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