Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Proposed House Rules for Supplies
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="James Gasik" data-source="post: 9274327" data-attributes="member: 6877472"><p>The simplest answer is, because the way things work now is boring. The costs for these things, if not trivial, eventually become trivial. The game doesn't require you to do anything to have a stocked Spell Component Pouch. Rations cost 5 sp per day. You can make food and water with magic. You can take a Search action to recover some spent ammo, or you could trivially buy a ton of the stuff.</p><p></p><p>The question quickly shifts from "can we afford to travel" to "how do we carry this stuff". My first adventure will require exploration (the second one as well). The first area map covers about 60 miles:</p><p></p><p>[ATTACH=full]348352[/ATTACH]</p><p>Now, since I want the party to travel about, taxing them for doing so is pretty bad form. That's like saying "the theme park is free, but you got to pay for parking", lol. So quibbling about petty cash and weight allowments doesn't interest me. But neither does simply waiving it entirely.</p><p></p><p>In my fondest dreams, the players will engage with the system when it comes up and even if they bypass it or game around it eventually, if I can make it interesting for even a moment, it'll be worth it. More likely, they'll hate it, but at least I tried.</p><p></p><p>The main reason for making supplies into a cohesive unit is, when game begins, I'll put a pile of tokens or beads on the table to represent their total supplies. Then when they go to rest, it's easy to just remove counters, letting them easily visualize what's going on. And these rules give them a way to potentially do something about it as opposed to sighing and running back to town to resupply.</p><p></p><p>I'm really hoping I get that moment where a player looks at the supply, does some math, and says "uh...guys...I can't short rest today", and everyone goes into panic mode. That would make all of this worth it to me.</p><p></p><p>And the potential for memorable moments like stealing rations from bandits, trading supplies with duergar, and finding special supplies in the field or as rewards from NPC's could be a lot more interesting.</p><p></p><p>And if it all falls flat on it's face, well, that's fine. We can go back to largely ignoring this stuff if it's not making the game better by it's existence.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9274327, member: 6877472"] The simplest answer is, because the way things work now is boring. The costs for these things, if not trivial, eventually become trivial. The game doesn't require you to do anything to have a stocked Spell Component Pouch. Rations cost 5 sp per day. You can make food and water with magic. You can take a Search action to recover some spent ammo, or you could trivially buy a ton of the stuff. The question quickly shifts from "can we afford to travel" to "how do we carry this stuff". My first adventure will require exploration (the second one as well). The first area map covers about 60 miles: [ATTACH type="full"]348352[/ATTACH] Now, since I want the party to travel about, taxing them for doing so is pretty bad form. That's like saying "the theme park is free, but you got to pay for parking", lol. So quibbling about petty cash and weight allowments doesn't interest me. But neither does simply waiving it entirely. In my fondest dreams, the players will engage with the system when it comes up and even if they bypass it or game around it eventually, if I can make it interesting for even a moment, it'll be worth it. More likely, they'll hate it, but at least I tried. The main reason for making supplies into a cohesive unit is, when game begins, I'll put a pile of tokens or beads on the table to represent their total supplies. Then when they go to rest, it's easy to just remove counters, letting them easily visualize what's going on. And these rules give them a way to potentially do something about it as opposed to sighing and running back to town to resupply. I'm really hoping I get that moment where a player looks at the supply, does some math, and says "uh...guys...I can't short rest today", and everyone goes into panic mode. That would make all of this worth it to me. And the potential for memorable moments like stealing rations from bandits, trading supplies with duergar, and finding special supplies in the field or as rewards from NPC's could be a lot more interesting. And if it all falls flat on it's face, well, that's fine. We can go back to largely ignoring this stuff if it's not making the game better by it's existence. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Proposed House Rules for Supplies
Top