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General Tabletop Discussion
*Dungeons & Dragons
Huge Equipment Lists: Good, Bad, or Ugly?
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<blockquote data-quote="Argyle King" data-source="post: 9434116" data-attributes="member: 58416"><p>For me, it depends upon how the game handles equipment, using equipment, and whether or not choices of equipment matter. </p><p></p><p>A big equipment list that does nothing for my character. For example, if a game lists 20 weapons but either a) there is no tangible difference to any of them OR b) 1 or 2 are so obviously better than the rest that everyone largely ignores the other 18, I don't see the point. It's just padded word count at that point, and the visually large number of choices is, in reality, only a handful of actual choices.</p><p></p><p>GURPS was mentioned in the OP. I highly enjoy the gear choices in GURPS because the system is built in a way that those choices can be (it is a modular system with many of the rules being optional) meaningful. When playing that system, I also use some of the extra options from </p><p>Low-Tech.</p><p></p><p>On the other end of the spectrum, I recently picked up Dungeon Crawl Classics, and the list of available gear is somewhat small. However, the game is built in a way that those handful of choices can be somewhat meaningful (albeit with some of that meaning needing to be ad hoc by the judge). To be honest, I think the list of mundane equipment could be a little bit larger, but -even with less than 10 days with the game, the game gives me enough of an idea about how things might work that I can add stuff. DCC sometimes violates "a" that I mentioned above, but I have space to add detail where I want it.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9434116, member: 58416"] For me, it depends upon how the game handles equipment, using equipment, and whether or not choices of equipment matter. A big equipment list that does nothing for my character. For example, if a game lists 20 weapons but either a) there is no tangible difference to any of them OR b) 1 or 2 are so obviously better than the rest that everyone largely ignores the other 18, I don't see the point. It's just padded word count at that point, and the visually large number of choices is, in reality, only a handful of actual choices. GURPS was mentioned in the OP. I highly enjoy the gear choices in GURPS because the system is built in a way that those choices can be (it is a modular system with many of the rules being optional) meaningful. When playing that system, I also use some of the extra options from Low-Tech. On the other end of the spectrum, I recently picked up Dungeon Crawl Classics, and the list of available gear is somewhat small. However, the game is built in a way that those handful of choices can be somewhat meaningful (albeit with some of that meaning needing to be ad hoc by the judge). To be honest, I think the list of mundane equipment could be a little bit larger, but -even with less than 10 days with the game, the game gives me enough of an idea about how things might work that I can add stuff. DCC sometimes violates "a" that I mentioned above, but I have space to add detail where I want it. [/QUOTE]
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Huge Equipment Lists: Good, Bad, or Ugly?
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