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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Getting standard equipment into the spotlight...
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<blockquote data-quote="weem" data-source="post: 5392983" data-attributes="member: 9470"><p>I would never 'insist' anything. I'm just providing some ideas to help inspire players to consider actually using the gear they are paying for, or to see how some equipment they may not have could come in real handy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'm also not suggesting adding the level of micromanagement you mention, though I can see how that could be assumed since I don't cover it. To be honest, I would let my players have all the items they are willing to write on their sheet for FREE if it means they will use them! I don't care about the number of candles they have or anything like that - if they use a candle in an encounter to great effect, awesome! Chances are, the candle won't be showcased so often that a count of them will matter much. The more important point is that they looked at the list and thought, "yea, this could come in handy" and write it down.</p><p></p><p>And as far as a player picking up his belongings, yikes - I would not micromanage that time either. After combat, the player says, "I gather my belongings"... I say, "Cool, you get it together and move on".</p><p></p><p>The point of all of this is to simply give the players some ideas and benefits to use standard equipment. I want to demonstrate how these tools can help them out if they want that option, not unlike a Ritual for example. What I don't want is to turn this into an as-accurate-as-possible inventory management game - there's no need for auditors or anything, hehe.</p><p></p><p>Thanks again for reading and commenting!</p></blockquote><p></p>
[QUOTE="weem, post: 5392983, member: 9470"] I would never 'insist' anything. I'm just providing some ideas to help inspire players to consider actually using the gear they are paying for, or to see how some equipment they may not have could come in real handy ;) I'm also not suggesting adding the level of micromanagement you mention, though I can see how that could be assumed since I don't cover it. To be honest, I would let my players have all the items they are willing to write on their sheet for FREE if it means they will use them! I don't care about the number of candles they have or anything like that - if they use a candle in an encounter to great effect, awesome! Chances are, the candle won't be showcased so often that a count of them will matter much. The more important point is that they looked at the list and thought, "yea, this could come in handy" and write it down. And as far as a player picking up his belongings, yikes - I would not micromanage that time either. After combat, the player says, "I gather my belongings"... I say, "Cool, you get it together and move on". The point of all of this is to simply give the players some ideas and benefits to use standard equipment. I want to demonstrate how these tools can help them out if they want that option, not unlike a Ritual for example. What I don't want is to turn this into an as-accurate-as-possible inventory management game - there's no need for auditors or anything, hehe. Thanks again for reading and commenting! [/QUOTE]
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Getting standard equipment into the spotlight...
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