Quasqueton
First Post
I usually try not to micro-manage penalties on my Players' characters. I do want the Players to track how many arrows/bolts they've fired; how much weight they have in their backpack; etc. These are things actually tracked in the game rules. Arrows/bolts cost money and must be replenished occassionally. Weight carried affects movement. These are quantifiable numbers in the rules.
And when a mage has half-a-dozen scrolls, or the fighter has a few potions, we can easily assume these items are kept near to hand --- tucked in a belt loop, in a cloak pocket, etc. --- somewhere easily accessable with a move action. These are not quantifiable in the rules, but a little shrug, and a "that's ok" can cover this without hurting anything.
But sometimes this gets a bit carried away. When the archer carries 4 quivers with 20 arrows each. When the rogue has a backpack full of 3,000 coins (only 60 pounds, easy with 12 Strength). When the mage has 25 scrolls ready to use. When the fighter has 15 potions all easy to hand. Etc.
And then there are things like:
Player: "OK, I'll use my battering ram to smash open the door."
DM: "Huh? What battering ram?"
Player: "The one I brought with me."
DM: "You've been carrying a battering ram all the way through this dungeon?"
Player: "Yeah. I told you I bought it."
DM: "But I figured it was on your horse or something. You've just been through 3 battles with orcs carrying a 20-pound battering ram."
Player: "I'm still just lightly encumbered. And I'm a monk. I don't need my hands free."
or
Player: "I just have it tied to my backpack."
And then there are situations like when the mage casts spider climb on the archer, who then goes to the ceiling of the chamber to rain down arrows on the BBEG. Spider climb is not reverse gravity, so shouldn't the archer's gear all fall "up", including the arrows out of the quivers? Should the archer have penalties for firing upside down? What should they be?
Or when the cleric casts water breathing on everyone, and they all swim through the tunnel and into the next area. What are the penalties for being out of water but wet? Are scroll cases water tight?
Again, I don't like throwing around penalties willy-nilly, especially with no rules guidance. I've seen DMs get carried away with this kind of thing. I've seen micro-managing of penalties get to the point where a PC could hardly do anything without at least a -1 for something. And then the Players start looking for bonuses for every little thing to make up for it (or to overcome any potential penalties). "The blood on the floor makes movement slippery, make a Balance check when moving more than a 5' step." "Hey, I'm over 2 feet taller than him, shouldn't I get a higher ground bonus?"
How do you rule on these things? Like how many arrows can an archer carry? Does a backpack full of loose coins hinder a rogue's stealth? Does swimming across a river ruin an adventurer's gear? Does carrying a 10' pole give penalties in combat? How many potions can you have easily accessable? Etc.
Quasqueton
And when a mage has half-a-dozen scrolls, or the fighter has a few potions, we can easily assume these items are kept near to hand --- tucked in a belt loop, in a cloak pocket, etc. --- somewhere easily accessable with a move action. These are not quantifiable in the rules, but a little shrug, and a "that's ok" can cover this without hurting anything.
But sometimes this gets a bit carried away. When the archer carries 4 quivers with 20 arrows each. When the rogue has a backpack full of 3,000 coins (only 60 pounds, easy with 12 Strength). When the mage has 25 scrolls ready to use. When the fighter has 15 potions all easy to hand. Etc.
And then there are things like:
Player: "OK, I'll use my battering ram to smash open the door."
DM: "Huh? What battering ram?"
Player: "The one I brought with me."
DM: "You've been carrying a battering ram all the way through this dungeon?"
Player: "Yeah. I told you I bought it."
DM: "But I figured it was on your horse or something. You've just been through 3 battles with orcs carrying a 20-pound battering ram."
Player: "I'm still just lightly encumbered. And I'm a monk. I don't need my hands free."
or
Player: "I just have it tied to my backpack."
And then there are situations like when the mage casts spider climb on the archer, who then goes to the ceiling of the chamber to rain down arrows on the BBEG. Spider climb is not reverse gravity, so shouldn't the archer's gear all fall "up", including the arrows out of the quivers? Should the archer have penalties for firing upside down? What should they be?
Or when the cleric casts water breathing on everyone, and they all swim through the tunnel and into the next area. What are the penalties for being out of water but wet? Are scroll cases water tight?
Again, I don't like throwing around penalties willy-nilly, especially with no rules guidance. I've seen DMs get carried away with this kind of thing. I've seen micro-managing of penalties get to the point where a PC could hardly do anything without at least a -1 for something. And then the Players start looking for bonuses for every little thing to make up for it (or to overcome any potential penalties). "The blood on the floor makes movement slippery, make a Balance check when moving more than a 5' step." "Hey, I'm over 2 feet taller than him, shouldn't I get a higher ground bonus?"
How do you rule on these things? Like how many arrows can an archer carry? Does a backpack full of loose coins hinder a rogue's stealth? Does swimming across a river ruin an adventurer's gear? Does carrying a 10' pole give penalties in combat? How many potions can you have easily accessable? Etc.
Quasqueton