D&D (2024) Poll) Will the DMG2024 have Infinite Quivers?

Will there be a common "Endless Quiver" item?

  • Yes!

    Votes: 33 49.3%
  • Never!

    Votes: 34 50.7%

The game is full of stuff that the group has to decide, do we want to track this? Ammunitions, food/water, light sources, minor mundane tools, weight and encumbrance, spells components... it is even possible to decide not to keep track of gp!
The Wealth Bonus was one of the things I really liked about the d20 Modern system. I felt like it was a nice compromise between a Monty Haul game where characters can buy fighter jets and Ferraris every week, and having to roleplay a mortgage and balance your character's bank account every gaming session.
 

log in or register to remove this ad

What if it's an endless quiver that can hold a fixed number of arrows, and magically replenishes one arrow every hour. Then you still have to track the arrows?
 

The Wealth Bonus was one of the things I really liked about the d20 Modern system. I felt like it was a nice compromise between a Monty Haul game where characters can buy fighter jets and Ferraris every week, and having to roleplay a mortgage and balance your character's bank account every gaming session.
While I like Wealth, it did make it slightly more difficult to hand out material rewards.
 


Absolutely true... and I really don't get it why it is so difficult to understand by the gamebase majority as well as the designers... D&D after 50 years and countless editions has grown into a multitude of games, it is played very differently at different tables, and each table has its own style, at that means a series of topics independently.

So why is it so difficult for designers to present the game (PHB+DMG) more clearly as a toolkit where a lot of things are optional, instead of trying to set a default?

The game is full of stuff that the group has to decide, do we want to track this? Ammunitions, food/water, light sources, minor mundane tools, weight and encumbrance, spells components... it is even possible to decide not to keep track of gp!

But then they put spells or magic items that work as an "off-switch" for the whole thing. I am not sure these kinds of items are actually useful for almost anyone: those who aren't tracking ammunition don't need a magic item that provides endless ammunition, and to those who are tracking ammunition because they think it's fun, the item will take the fun away.

It's a problem seen across the gamespace, and I think the cause of it boils down to the diverse audiences D&D tries to serve.

If you're trying to make your game hit a broad audience who wants both dungeon survival and monster fighting you have to somehow develop, say, a healing mechanic that works for both of them (and also for that historical sim camp or that war game camp and that storytelling camp).

That's hard to do, and you'll almost certainly be making choices that favor one over the other, especially in aggregate.
 


It's a problem seen across the gamespace, and I think the cause of it boils down to the diverse audiences D&D tries to serve.

If you're trying to make your game hit a broad audience who wants both dungeon survival and monster fighting you have to somehow develop, say, a healing mechanic that works for both of them (and also for that historical sim camp or that war game camp and that storytelling camp).

That's hard to do, and you'll almost certainly be making choices that favor one over the other, especially in aggregate.
This is why I favor having lots of optional rules, and not just excise material in favor of just the most popular choices.

Back in 2e the designers had clearly decided they preferred other means of advancement over gold for XP, but they didn't remove the concept from the books. They instead kept it and labeled it as optional. That's how you respect all the fan base, not just what you see as the majority.
 




Remove ads

Top