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Encumbrance, hunger, and less gold = more immersive roleplaying...?
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<blockquote data-quote="ForceUser" data-source="post: 1054507" data-attributes="member: 2785"><p>This is a vital thing to note in 3rd edition, mainly because you shouldn't let rogues with a 10 Str evade fireballs while carrying a backpack crammed with 50 lbs. of stuff. There needs to be a noticable disadvantage for using Strength as your dump stat, as much as having a low Charisma or Consitution. That onus falls on you, the DM.</p><p></p><p>I'm ambivalent here. I understand the allure, but rolling dice helps players feel involved. I use a happy medium IMC: sometimes I call on them to make their rolls, and sometimes I roll their checks in secret if I don't want to say stuff like "Yeah, I had you make a Spot check, but you didn't see anything. Ahem. Carry on."</p><p> </p><p>This stuff matters a lot until the party gets access to <em>teleport</em> and <em>wind walk</em>.</p><p></p><p>In town I make them pay an "upkeep" cost, which is a variant in the DMG. I mean, come on, do you really need to roleplay it every time they stop in the tavern for a swig of ale? For extended forays into the wilderness they'd better stock up on rations cuz we'll be marking them off day by day.</p><p></p><p>Yeah, refer above.</p><p></p><p>Friend, listen to me when I tell you that <a href="http://www.exp.citymax.com/page/page/351668.htm" target="_blank">A Magical Medieval Society: Western Europe</a> is the best freaking resource a DM can ever own, and those DMs who don't buy it, use it, and cherish it are stinky poo. It has this cool economic simulator that basically sets DCs for getting stuff. The rarer or more costly the item the higher the DC, and if you fail you can retry but the cost goes up for the item on each retry. It is the only product to ever get 10 out of 10 from a Monte Cook review. It won an ENNie. MMS:WE is god. <strong>BOW YOUR HEAD.</strong></p></blockquote><p></p>
[QUOTE="ForceUser, post: 1054507, member: 2785"] This is a vital thing to note in 3rd edition, mainly because you shouldn't let rogues with a 10 Str evade fireballs while carrying a backpack crammed with 50 lbs. of stuff. There needs to be a noticable disadvantage for using Strength as your dump stat, as much as having a low Charisma or Consitution. That onus falls on you, the DM. I'm ambivalent here. I understand the allure, but rolling dice helps players feel involved. I use a happy medium IMC: sometimes I call on them to make their rolls, and sometimes I roll their checks in secret if I don't want to say stuff like "Yeah, I had you make a Spot check, but you didn't see anything. Ahem. Carry on." This stuff matters a lot until the party gets access to [i]teleport[/i] and [i]wind walk[/i]. In town I make them pay an "upkeep" cost, which is a variant in the DMG. I mean, come on, do you really need to roleplay it every time they stop in the tavern for a swig of ale? For extended forays into the wilderness they'd better stock up on rations cuz we'll be marking them off day by day. Yeah, refer above. Friend, listen to me when I tell you that [url=http://www.exp.citymax.com/page/page/351668.htm]A Magical Medieval Society: Western Europe[/url] is the best freaking resource a DM can ever own, and those DMs who don't buy it, use it, and cherish it are stinky poo. It has this cool economic simulator that basically sets DCs for getting stuff. The rarer or more costly the item the higher the DC, and if you fail you can retry but the cost goes up for the item on each retry. It is the only product to ever get 10 out of 10 from a Monte Cook review. It won an ENNie. MMS:WE is god. [b]BOW YOUR HEAD.[/b] [/QUOTE]
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