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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Realistic Strength and Carrying Capacity for 4E
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<blockquote data-quote="Jackelope King" data-source="post: 3904394" data-attributes="member: 31454"><p>Don't roll it for your normal inventory. Admittedly, this works best when you have a relatively consistent inventory (and you're not constantly strapping a new sword to your back) and isn't so applicable to a 3e-style magic item Christmas tree. If it's a sensible load, don't worry about it. It's only when you want to do something like pick up the huge chest of gold that it matters or try to move the 1-ton boulder. So long as they get the DCs to scale correctly, then no, you're not going to see the PCs lifting up 1-ton boulders over their heads. But you know what? The heroic PC bracing and managing to move that huge boulder (maybe with the help of the rest of the PCs aiding him on the check) and then succeeding because of a high roll? That's the stuff heroic fantasy is made of. Sounds pretty win-win to me.</p><p></p><p>Why would you make picking locks (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make mountain climbing (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make jumping (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make riding a horse (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make...</p><p></p><p>I think you see the point. It may be extremely predictable under controlled circumstances (taking 10) that you can lift something weighing X pounds successfully, but what if it's oddly shaped and the balance is strange? Or what if you can't get a good grip? Or what if you figure the leverage out easily on the first try? There's a huge difference between trying to pick up a big, heavy, awkward hundred-pound piece of hard-wood furniture and carrying a teenage girl of the same weight around on your back, even though they way the same. There's also a big difference between trying to fireman's carry a friend in training in a comfortable, safe room and then trying to fireman's carry the same guy in a burning building. The same as there's a difference between trying to pick a lock in the quiet and safety of your room for practice and trying to pick the exact same lock in the dark dungeon where one wrong move could give you a poison dart to the neck for your trouble.</p><p></p><p>You want predictability? Take 10.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3904394, member: 31454"] Don't roll it for your normal inventory. Admittedly, this works best when you have a relatively consistent inventory (and you're not constantly strapping a new sword to your back) and isn't so applicable to a 3e-style magic item Christmas tree. If it's a sensible load, don't worry about it. It's only when you want to do something like pick up the huge chest of gold that it matters or try to move the 1-ton boulder. So long as they get the DCs to scale correctly, then no, you're not going to see the PCs lifting up 1-ton boulders over their heads. But you know what? The heroic PC bracing and managing to move that huge boulder (maybe with the help of the rest of the PCs aiding him on the check) and then succeeding because of a high roll? That's the stuff heroic fantasy is made of. Sounds pretty win-win to me. Why would you make picking locks (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make mountain climbing (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make jumping (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make riding a horse (something that is extremely predictable in real life) extremely wild and unpredictable in the game by rolling for it? Why would you make... I think you see the point. It may be extremely predictable under controlled circumstances (taking 10) that you can lift something weighing X pounds successfully, but what if it's oddly shaped and the balance is strange? Or what if you can't get a good grip? Or what if you figure the leverage out easily on the first try? There's a huge difference between trying to pick up a big, heavy, awkward hundred-pound piece of hard-wood furniture and carrying a teenage girl of the same weight around on your back, even though they way the same. There's also a big difference between trying to fireman's carry a friend in training in a comfortable, safe room and then trying to fireman's carry the same guy in a burning building. The same as there's a difference between trying to pick a lock in the quiet and safety of your room for practice and trying to pick the exact same lock in the dark dungeon where one wrong move could give you a poison dart to the neck for your trouble. You want predictability? Take 10. [/QUOTE]
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