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Let's Talk About Chapter 9 of the DMG
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<blockquote data-quote="Reynard" data-source="post: 7950519" data-attributes="member: 467"><p>This is the kind of thing that happens when groups decide that things like resource management and encumbrance are too big of a hassle. Healers kits are 3 lbs. They take up space. You presumably need them when you are not in a place where you can replace them. But you also need food. And clean water. And ammunition. You can only carry so much. Now you have to make choices. What do you need most?</p><p></p><p>IMO D&D without resource management devolves into action move super heroics. Which is fine if that's what you want. I think that is not actually what most people want, but they are too lazy to let D&D be what it was designed to be which, among other things, is a game about logistics.</p><p></p><p>There are cascading effects of ignoring rules systems for expedience sake. You know how people used to scoff at the old weapon type versus armor charts, and weapon lengths as they related to initiative and other fiddly bits related to equipment? Those same people complained that fighters were all the same and paled compared to casters, because what the fighter was REALLY good for was having the right tool for the job in combat. But if you did not enforce the rules that let the fighter shine, of course the fighter looked boring and useless.</p><p></p><p>D&D, any edition, is a complex machine with a huge number of moving parts. People very often change or remove those parts with no regard to how they impact the game overall, and then complain that D&D doesn't work or is broken or whatever.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7950519, member: 467"] This is the kind of thing that happens when groups decide that things like resource management and encumbrance are too big of a hassle. Healers kits are 3 lbs. They take up space. You presumably need them when you are not in a place where you can replace them. But you also need food. And clean water. And ammunition. You can only carry so much. Now you have to make choices. What do you need most? IMO D&D without resource management devolves into action move super heroics. Which is fine if that's what you want. I think that is not actually what most people want, but they are too lazy to let D&D be what it was designed to be which, among other things, is a game about logistics. There are cascading effects of ignoring rules systems for expedience sake. You know how people used to scoff at the old weapon type versus armor charts, and weapon lengths as they related to initiative and other fiddly bits related to equipment? Those same people complained that fighters were all the same and paled compared to casters, because what the fighter was REALLY good for was having the right tool for the job in combat. But if you did not enforce the rules that let the fighter shine, of course the fighter looked boring and useless. D&D, any edition, is a complex machine with a huge number of moving parts. People very often change or remove those parts with no regard to how they impact the game overall, and then complain that D&D doesn't work or is broken or whatever. [/QUOTE]
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Let's Talk About Chapter 9 of the DMG
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