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"My Character Would Know That"
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<blockquote data-quote="overgeeked" data-source="post: 9403754" data-attributes="member: 86653"><p>Unless you need a trebuchet, most of the gear PCs are carrying around is all "the small stuff."</p><p></p><p>Really? That's the example you're going with.</p><p></p><p>Right. And not having any of them prevents using them to start a fire. If you handwave gear, in most non-absurd example, then you're always going to have something to start the fire. That's the point. That explicitly prevents skilled play. Skilled play is not "we get to do the thing regardless but get to describe it happening in different ways based on what we wrote down." Skilled play is thinking ahead and spending limited resources (gold, carrying capacity, etc) to decide what you have ahead of time, then having to improvise in the moment with what's already on your sheet. Having a "anything you need" set of ambiguous gear short circuits that.</p><p></p><p>Yes, exactly. Ambiguous "have anything you need" items in your equipment explicitly prevent that. The players don't need to check their gear, come up with a creative solution, and try to solve the problem when they can just point to an "anything gear" button on the character sheet. Unless, of course, you as the referee go wildly out of your way to orchestrate bizarre scenarios where they have no relevant equipment at all. Far, far easier to simply have the players track their actual gear and learn to use it creatively. </p><p></p><p>Either way, this is clearly a pointless loop already. Cheers.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9403754, member: 86653"] Unless you need a trebuchet, most of the gear PCs are carrying around is all "the small stuff." Really? That's the example you're going with. Right. And not having any of them prevents using them to start a fire. If you handwave gear, in most non-absurd example, then you're always going to have something to start the fire. That's the point. That explicitly prevents skilled play. Skilled play is not "we get to do the thing regardless but get to describe it happening in different ways based on what we wrote down." Skilled play is thinking ahead and spending limited resources (gold, carrying capacity, etc) to decide what you have ahead of time, then having to improvise in the moment with what's already on your sheet. Having a "anything you need" set of ambiguous gear short circuits that. Yes, exactly. Ambiguous "have anything you need" items in your equipment explicitly prevent that. The players don't need to check their gear, come up with a creative solution, and try to solve the problem when they can just point to an "anything gear" button on the character sheet. Unless, of course, you as the referee go wildly out of your way to orchestrate bizarre scenarios where they have no relevant equipment at all. Far, far easier to simply have the players track their actual gear and learn to use it creatively. Either way, this is clearly a pointless loop already. Cheers. [/QUOTE]
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