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How does managing logistics hurt role playing?
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<blockquote data-quote="Moonlion" data-source="post: 646864" data-attributes="member: 2300"><p>Short answer: time spent micromanaging is time not spent doing fun things like playing the game.</p><p></p><p>Medium answer: If the PCs are within travel distance of, heck, someone's farm, they can replenish virtually any mundane supply they're likely to use. Therefore, accounting for each and every torch and the like is complete tedium.</p><p></p><p>Long answer:</p><p></p><p>If a party runs out of torches, that's not adventure, that's just a damned hassle as the game stops to compensate for it. It's a petty annoyance, is what it is.</p><p></p><p>Besides which, once the party achieves a high enough level, things like torches become irrelevant, what with <em>continual flame</em> spells and the like.</p><p></p><p>I like the DMG's optional rule for character upkeep and <em>d20 Modern</em>'s wealth system.</p><p></p><p>Challenges should account for the things the players have, not provide a challenge by taking them away. So, in your example of a party running out of torches and facing peril, that's not as fun or interesting or compelling as the dungeon having some unusual effect that suppresses, not eliminates, their torches in certain areas. If you're walking down a corridor and the torchlight dims for no reason, then becomes bright again at the end of the corridor, isn't that more interesting and fun that your DM looking over your character sheet and bellowing: "HA! You've run out of torches! I've out micromanaged you!" Please.</p><p></p><p>Adventure is in the grandness of the lives the PCs live, not in the nickel-and-diming of every day trivialities.</p></blockquote><p></p>
[QUOTE="Moonlion, post: 646864, member: 2300"] Short answer: time spent micromanaging is time not spent doing fun things like playing the game. Medium answer: If the PCs are within travel distance of, heck, someone's farm, they can replenish virtually any mundane supply they're likely to use. Therefore, accounting for each and every torch and the like is complete tedium. Long answer: If a party runs out of torches, that's not adventure, that's just a damned hassle as the game stops to compensate for it. It's a petty annoyance, is what it is. Besides which, once the party achieves a high enough level, things like torches become irrelevant, what with [i]continual flame[/i] spells and the like. I like the DMG's optional rule for character upkeep and [i]d20 Modern[/i]'s wealth system. Challenges should account for the things the players have, not provide a challenge by taking them away. So, in your example of a party running out of torches and facing peril, that's not as fun or interesting or compelling as the dungeon having some unusual effect that suppresses, not eliminates, their torches in certain areas. If you're walking down a corridor and the torchlight dims for no reason, then becomes bright again at the end of the corridor, isn't that more interesting and fun that your DM looking over your character sheet and bellowing: "HA! You've run out of torches! I've out micromanaged you!" Please. Adventure is in the grandness of the lives the PCs live, not in the nickel-and-diming of every day trivialities. [/QUOTE]
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