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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #17: Journeys
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<blockquote data-quote="tetrasodium" data-source="post: 8260310" data-attributes="member: 93670"><p>It could be, but who would you pick to make a wagon look like a farmer's cart going off to market...the hardened killer people call an adventurer, a ranger who used to be a guard at the market gate, fighter who grew up on a farm, or well... a farmer?</p><p></p><p></p><p>You can't trivially substitute it as number=strength & it doesn't require the player to track the weight of every single thing. Take the modern soldier as a good example. <a href="https://www.marinecorpstimes.com/news/your-marine-corps/2019/06/18/15-extra-pounds-of-gear-can-be-the-difference-between-life-or-death-in-a-firefight-this-marine-officers-research-says/" target="_blank">This</a> article</p><p></p><p>[spoiler][/spoiler]</p><p>The military invests quite a bit in armor & pack design that better distribute weight across the wearer to reduce fatigue & avoid hindering them. Even though a cinder block is 35 pounds you can't just replace 10-30 pounds of body armor with 30 pounds worth of cinderblock & be the same while converting supply to pounds does just that.</p><p></p><p>That load distribution & such is more than a bit deep into simulationist territory but that's not the reason why it's important to note. It's important because d&d starts to break down if you too harshly restrict how many pounds a character can lift/wear/carry so marking off some of what your combat capable carrying capacity to be devoted towards explicitly handling your supply simulates that without complicated multipliers & such for how well or poor something distributes weight.</p><p></p><p>On that note, you could even model things like darksun's crude bone/stone equipment by having it eat into slot capacities like your supply to shift emphasis onto the scarcity of goods even if the gm doesn't make it hard to actually buy them in towns/cities or from things like merchant caravans & such. That way players don't need to spend all their time hunting & saving for food but still feel the need to consider stretching he food & water in those supply every bit as much as their character would</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8260310, member: 93670"] It could be, but who would you pick to make a wagon look like a farmer's cart going off to market...the hardened killer people call an adventurer, a ranger who used to be a guard at the market gate, fighter who grew up on a farm, or well... a farmer? You can't trivially substitute it as number=strength & it doesn't require the player to track the weight of every single thing. Take the modern soldier as a good example. [URL='https://www.marinecorpstimes.com/news/your-marine-corps/2019/06/18/15-extra-pounds-of-gear-can-be-the-difference-between-life-or-death-in-a-firefight-this-marine-officers-research-says/']This[/URL] article [spoiler][/spoiler] The military invests quite a bit in armor & pack design that better distribute weight across the wearer to reduce fatigue & avoid hindering them. Even though a cinder block is 35 pounds you can't just replace 10-30 pounds of body armor with 30 pounds worth of cinderblock & be the same while converting supply to pounds does just that. That load distribution & such is more than a bit deep into simulationist territory but that's not the reason why it's important to note. It's important because d&d starts to break down if you too harshly restrict how many pounds a character can lift/wear/carry so marking off some of what your combat capable carrying capacity to be devoted towards explicitly handling your supply simulates that without complicated multipliers & such for how well or poor something distributes weight. On that note, you could even model things like darksun's crude bone/stone equipment by having it eat into slot capacities like your supply to shift emphasis onto the scarcity of goods even if the gm doesn't make it hard to actually buy them in towns/cities or from things like merchant caravans & such. That way players don't need to spend all their time hunting & saving for food but still feel the need to consider stretching he food & water in those supply every bit as much as their character would [/QUOTE]
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Level Up Playtest Document #17: Journeys
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