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Encumbrance, hunger, and less gold = more immersive roleplaying...?
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<blockquote data-quote="ergeheilalt" data-source="post: 1054588" data-attributes="member: 3460"><p>Fine idea, just keep in mind the CRs assume there’s a level of magic items in the possession of the players. If you halve the income, make sure you tone down the CR slightly</p><p></p><p>Again, good idea. I don’t know of a mechanic that would showcase this idea. Using the rules for hunger and starvation as per the DMG is a good start, but if you know your players well enough, they might be able to role-play hunger and such. Just encourage it with bonus XP</p><p></p><p>Fine, the mechanics seem to be fine as it is. Don’t be surprised if more than a few people want to play dwarves (who maintain the same speed encumbered as unencumbered)</p><p></p><p>I personally don’t like this idea. There is a certain amount of gratification that comes with seeing the 34 you rolled on your knowledge check. For the search rolls, disable device, hide, and such, go ahead; just allow the players to roll the skill checks that don’t reveal things you don’t want exposed (ie: spell craft, craft, tumble, etc).</p><p></p><p>So long as you can handle the overland movement without the game bogging down. I've seen good role-players choak when it comes to traveling. Emphasis the time (as how long overland movement takes in game time), making camp in secure locations (bonuses to the secret spot and listen checks if they pick a good spot; or penalties for camping on directly on the road). </p><p></p><p>Again, a great idea. This is something that almost all DMs do to some extent. Some have value tables and percentages for finding that +5 vorporal sword; others develop entire stores based on a town, the shopkeeper, or near by markets. A mixture of the two should give you fairly good results.</p><p> This idea may prove difficult. If you enforce paying for leveling training, halving the parties income could prove damaging. If you do decide to enforce training or earning skills and feats, do not forget spell casters and their spells. A cleric may have to take up a quest of some sort while a wizard may have to scribe his new 3rd level fireball spell in the blood of an Azer or Salamander. With the cost/time for training, they may have to take off a few months from adventuring to earn money working as apprentices, assistants, selling off some surplus items (which could take the whole time and not pan out) just to scrape up the supplies and money to successfully level.</p><p></p><p>I suppose the biggest issue is to assure that the game does not become tedious - there is a certain point after which emulating reality become too real and boarder on out right boredom. From your shinning record here on enworld, I'm sure you're up for the challenge.</p><p></p><p>Good Luck and waiting for the story hour,</p><p>Erge</p></blockquote><p></p>
[QUOTE="ergeheilalt, post: 1054588, member: 3460"] Fine idea, just keep in mind the CRs assume there’s a level of magic items in the possession of the players. If you halve the income, make sure you tone down the CR slightly Again, good idea. I don’t know of a mechanic that would showcase this idea. Using the rules for hunger and starvation as per the DMG is a good start, but if you know your players well enough, they might be able to role-play hunger and such. Just encourage it with bonus XP Fine, the mechanics seem to be fine as it is. Don’t be surprised if more than a few people want to play dwarves (who maintain the same speed encumbered as unencumbered) I personally don’t like this idea. There is a certain amount of gratification that comes with seeing the 34 you rolled on your knowledge check. For the search rolls, disable device, hide, and such, go ahead; just allow the players to roll the skill checks that don’t reveal things you don’t want exposed (ie: spell craft, craft, tumble, etc). So long as you can handle the overland movement without the game bogging down. I've seen good role-players choak when it comes to traveling. Emphasis the time (as how long overland movement takes in game time), making camp in secure locations (bonuses to the secret spot and listen checks if they pick a good spot; or penalties for camping on directly on the road). Again, a great idea. This is something that almost all DMs do to some extent. Some have value tables and percentages for finding that +5 vorporal sword; others develop entire stores based on a town, the shopkeeper, or near by markets. A mixture of the two should give you fairly good results. This idea may prove difficult. If you enforce paying for leveling training, halving the parties income could prove damaging. If you do decide to enforce training or earning skills and feats, do not forget spell casters and their spells. A cleric may have to take up a quest of some sort while a wizard may have to scribe his new 3rd level fireball spell in the blood of an Azer or Salamander. With the cost/time for training, they may have to take off a few months from adventuring to earn money working as apprentices, assistants, selling off some surplus items (which could take the whole time and not pan out) just to scrape up the supplies and money to successfully level. I suppose the biggest issue is to assure that the game does not become tedious - there is a certain point after which emulating reality become too real and boarder on out right boredom. From your shinning record here on enworld, I'm sure you're up for the challenge. Good Luck and waiting for the story hour, Erge [/QUOTE]
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