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<blockquote data-quote="tetrasodium" data-source="post: 9177278" data-attributes="member: 93670"><p>2024 should not continue the 2014 trend of building an encumbrance subsystem for people who just want to say "and we are ignoring it with a half baked secondary variant that is <em>still</em> pointless". Above all else <strong>I want encumbrance to impact gameplay choices</strong>. 5e has an encumbrance system designed to nullify any reason for it to exist along with an optional variant that will make players chaffe over the nerf while simply choosing options like powerful build to nullify the changes to gameplay that the GM was attempting to enact.</p><p></p><p>There are a lot of ttrpgs that deal with encumbrance in a (better) way that furthers various goals that are core to those systems, but I think older editions of d&d provide good examples of mechanics with visceral (and positive) impacts on play. Back in 3.x your base speed was set by the armor that you wore and various abilities would raise or lower that as appropriate, that was good for simplicity and it mattered for the way it meant that mounted combat could viscerally change how a character moved in combat. Also positive to 3.x was the split of light medium and heavy load that each had important meaning for different builds and that made being able to carry a lot matter because certain PCs wanted very much to carry very very little so choices mattered for everyone. That's not to say those were perfect or the best method, PF1&2 made some changes to those mechanics and the critical detail is that they still influence gameplay in ways that matter during normal play.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9177278, member: 93670"] 2024 should not continue the 2014 trend of building an encumbrance subsystem for people who just want to say "and we are ignoring it with a half baked secondary variant that is [I]still[/I] pointless". Above all else [B]I want encumbrance to impact gameplay choices[/B]. 5e has an encumbrance system designed to nullify any reason for it to exist along with an optional variant that will make players chaffe over the nerf while simply choosing options like powerful build to nullify the changes to gameplay that the GM was attempting to enact. There are a lot of ttrpgs that deal with encumbrance in a (better) way that furthers various goals that are core to those systems, but I think older editions of d&d provide good examples of mechanics with visceral (and positive) impacts on play. Back in 3.x your base speed was set by the armor that you wore and various abilities would raise or lower that as appropriate, that was good for simplicity and it mattered for the way it meant that mounted combat could viscerally change how a character moved in combat. Also positive to 3.x was the split of light medium and heavy load that each had important meaning for different builds and that made being able to carry a lot matter because certain PCs wanted very much to carry very very little so choices mattered for everyone. That's not to say those were perfect or the best method, PF1&2 made some changes to those mechanics and the critical detail is that they still influence gameplay in ways that matter during normal play. [/QUOTE]
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