MGibster
Legend
Once upon a time, in a kingdom far, far away, lived a little boy who really enjoyed poring over equipment lists, especially those with dozens upon dozens of polearms, deciding how best to spend my gold on equipment. Lucerne hammer or glaive. You better believe Lucerne. I don’t have enough for a horse, but a mule should work for now. Looks like chain + shield is the best combination I can afford right now. I can buy cigars from Maztica? Okay, looks like I’m going with studded leather + shield instead. I don’t know if cigars will help me survive but I’ll look pretty boss smoking stogie while dealing damage.
But as the little boy grew older, he grew disenchanted and selecting equipment became a chore. “Do I need a basic processor for all cyberware or just neuralware?” he cried out in pain. “Can I just spend 100 gold and write down ‘camping equipment’ on my character sheet?” he pleaded. That little boy was Paul Harvey, and now you know the rest of the story. Er, okay, it’s me. I was that little boy, but now I’m a cynical fuddy duddy who doesn’t really care to spend time looking over equipment lists.
I’ve started to wonder if my aversion to the tedious task of parceling out equipment to my characters is because it’s not directly connected game play. I mean it’s important to playing the game, but it’s not always directly part of playing the game. The idea of spending too much time picking equipment just isn’t fun for me and that’s especially true if I have tons of options for modifying weapons, armor, and other equipment.
Do any games do a good job of incorporating equipment selection/acquisition to actually playing the game? In a way, AD&D did. The game was predicated on our characters being on a never ending treadmill of acquiring treasure/magic item upgrades, using that treasure and those upgrades to become more power, so we can go out and start the cycle all over again. But that kind of became moot at least by 5th edition because they removed the need for treasure in order to train and become more powerful.
But as the little boy grew older, he grew disenchanted and selecting equipment became a chore. “Do I need a basic processor for all cyberware or just neuralware?” he cried out in pain. “Can I just spend 100 gold and write down ‘camping equipment’ on my character sheet?” he pleaded. That little boy was Paul Harvey, and now you know the rest of the story. Er, okay, it’s me. I was that little boy, but now I’m a cynical fuddy duddy who doesn’t really care to spend time looking over equipment lists.
I’ve started to wonder if my aversion to the tedious task of parceling out equipment to my characters is because it’s not directly connected game play. I mean it’s important to playing the game, but it’s not always directly part of playing the game. The idea of spending too much time picking equipment just isn’t fun for me and that’s especially true if I have tons of options for modifying weapons, armor, and other equipment.
Do any games do a good job of incorporating equipment selection/acquisition to actually playing the game? In a way, AD&D did. The game was predicated on our characters being on a never ending treadmill of acquiring treasure/magic item upgrades, using that treasure and those upgrades to become more power, so we can go out and start the cycle all over again. But that kind of became moot at least by 5th edition because they removed the need for treasure in order to train and become more powerful.