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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Mannahnin" data-source="post: 9420770" data-attributes="member: 7026594"><p>Ah, I get you. There are definitely varying slot systems, so their complexity can vary, and to be fair I mentioned a couple of different types.</p><p>1. Simple "you can carry x items", where x is usually either your Strength or Con value, or a fixed number around 10-15.</p><p>2. The above +number the items in order, and there may be a mechanic for rolling to pull an item out in the middle of an encounter where items numbered lower are quicker to retrieve. The numbering also helps the DM randomly and objectively determine which are lost or damaged in certain circumstances.</p><p>3. A variant where locations are also noted, which helps the DM to adjudicate which items might be lost or damaged based on the fictional circumstances.</p><p></p><p>I generally think a system with number of slots in the 10-20 range, and item "bulk" given just one of three categories (e.g. big 2 slots, medium 1 slot, small 1/5 a slot) is going to be simpler in practice than one with a wider variety of weights and a large number of slots/pounds of carrying capacity.</p><p></p><p></p><p>Expanding on this for anyone who hasn't seen it, I think Gus L has some excellent expanded thoughts on those two OSR maxims (and a few others).</p><p></p><p>[URL unfurl="true"]https://alldeadgenerations.blogspot.com/2023/08/maxims-of-osr.html[/URL]</p><p></p><p></p><p></p><p>It also achieves that page count by only having a couple of pages of monster descriptions and rules, only two pages of spell descriptions, and zero magic items. OTOH that page count also includes some full page art, an optional system for designing dungeons using a Rubik's cube, and quick reference pages.</p><p></p><p>I think whether a game like this is "rules light" is a subjective judgement and relative. It's obviously not light compared to something like Lasers & Feelings! The core mechanic in 5TD, like 5E is "roll a d20 against a DC, add ability modifier and proficiency if applicable". It's a bit lighter than 5E in that the base DC is assumed to be 11 unless there's a special reason otherwise, and proficiencies are more loosely defined. Spell descriptions are super short, averaging around ten words.</p><p></p><p>I ran it for three years hybridizing with B/X for monsters and treasure, in particular. I think it was pretty light in that I rarely had to refer to the rulebook in play. The core mechanic is certainly simple.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9420770, member: 7026594"] Ah, I get you. There are definitely varying slot systems, so their complexity can vary, and to be fair I mentioned a couple of different types. 1. Simple "you can carry x items", where x is usually either your Strength or Con value, or a fixed number around 10-15. 2. The above +number the items in order, and there may be a mechanic for rolling to pull an item out in the middle of an encounter where items numbered lower are quicker to retrieve. The numbering also helps the DM randomly and objectively determine which are lost or damaged in certain circumstances. 3. A variant where locations are also noted, which helps the DM to adjudicate which items might be lost or damaged based on the fictional circumstances. I generally think a system with number of slots in the 10-20 range, and item "bulk" given just one of three categories (e.g. big 2 slots, medium 1 slot, small 1/5 a slot) is going to be simpler in practice than one with a wider variety of weights and a large number of slots/pounds of carrying capacity. Expanding on this for anyone who hasn't seen it, I think Gus L has some excellent expanded thoughts on those two OSR maxims (and a few others). [URL unfurl="true"]https://alldeadgenerations.blogspot.com/2023/08/maxims-of-osr.html[/URL] It also achieves that page count by only having a couple of pages of monster descriptions and rules, only two pages of spell descriptions, and zero magic items. OTOH that page count also includes some full page art, an optional system for designing dungeons using a Rubik's cube, and quick reference pages. I think whether a game like this is "rules light" is a subjective judgement and relative. It's obviously not light compared to something like Lasers & Feelings! The core mechanic in 5TD, like 5E is "roll a d20 against a DC, add ability modifier and proficiency if applicable". It's a bit lighter than 5E in that the base DC is assumed to be 11 unless there's a special reason otherwise, and proficiencies are more loosely defined. Spell descriptions are super short, averaging around ten words. I ran it for three years hybridizing with B/X for monsters and treasure, in particular. I think it was pretty light in that I rarely had to refer to the rulebook in play. The core mechanic is certainly simple. [/QUOTE]
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