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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6919016" data-attributes="member: 6701872"><p>I tend to tailor the game bits to a campaign in particular, but there are a few things which my table generally ignores. Or at least a few things that the way we handle could be interpreted as ignoring the rules.</p><p></p><p><strong>Encumbrance:</strong> In the majority of campaigns we run, there isn't a lot of stuff the party is carrying beyond their basic gear, so bothering with writing down the weight of things doesn't add anything meaningful to the gameplay experience (i.e. the character can carry 100 pounds of stuff without penalty, so it doesn't enhance the game to know that they are carrying 60 pounds of stuff rather than 35 pounds of stuff) so we just skip it in favor of what I call the "Explain System" - by which I simply mean that when the party wants to transport something, I say "Explain how you do that." and if a reasonable explanation is given, transport is then possible. (i.e. "We haul the treasure out of here by going back to town, getting a wagon, a couple oxen to pull it, and barrels to pack the treasure into, because rolling barrels out of the dungeon seems easier than hauling crates or chests." and me saying "Yeah, that sounds reasonable for hauling what is mostly coins." and then it's done, without doing any math but the imprecise "at least 12 barrels" kind).</p><p></p><p><strong>Object Interaction:</strong> I don't ignore it so much as not be extremely strict about it... the characters can't be literally juggling objects during combat without some kind of check, but putting one weapon away while getting out another instead of dropping one just saves us the trouble of expecting that the player not saying "I grab up my dropped belongings" at the end of the encounter is causing their character to leave things behind.</p><p></p><p><strong>Expensive Material Components:</strong> This one I still consider an experiment, but I expect that my group will not end up abusing any of these spells or feeling like a spell of a particular level is "too powerful" because they aren't limited in how often they can cast it by anything but circumstance and spell slots. It's been a dozen or so sessions since saying "You know what, let's just not worry about that," and thus far no impact on spells used is apparent.</p><p></p><p>Primarily I made this decision because I don't want to concern myself with questions like "Am I giving the players enough access to diamonds?" while I am already concerning myself with broader questions on the same topic like "Am I giving the players enough opportunity to find treasure so that they feel their characters can afford to spend money?"</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6919016, member: 6701872"] I tend to tailor the game bits to a campaign in particular, but there are a few things which my table generally ignores. Or at least a few things that the way we handle could be interpreted as ignoring the rules. [B]Encumbrance:[/B] In the majority of campaigns we run, there isn't a lot of stuff the party is carrying beyond their basic gear, so bothering with writing down the weight of things doesn't add anything meaningful to the gameplay experience (i.e. the character can carry 100 pounds of stuff without penalty, so it doesn't enhance the game to know that they are carrying 60 pounds of stuff rather than 35 pounds of stuff) so we just skip it in favor of what I call the "Explain System" - by which I simply mean that when the party wants to transport something, I say "Explain how you do that." and if a reasonable explanation is given, transport is then possible. (i.e. "We haul the treasure out of here by going back to town, getting a wagon, a couple oxen to pull it, and barrels to pack the treasure into, because rolling barrels out of the dungeon seems easier than hauling crates or chests." and me saying "Yeah, that sounds reasonable for hauling what is mostly coins." and then it's done, without doing any math but the imprecise "at least 12 barrels" kind). [B]Object Interaction:[/B] I don't ignore it so much as not be extremely strict about it... the characters can't be literally juggling objects during combat without some kind of check, but putting one weapon away while getting out another instead of dropping one just saves us the trouble of expecting that the player not saying "I grab up my dropped belongings" at the end of the encounter is causing their character to leave things behind. [B]Expensive Material Components:[/B] This one I still consider an experiment, but I expect that my group will not end up abusing any of these spells or feeling like a spell of a particular level is "too powerful" because they aren't limited in how often they can cast it by anything but circumstance and spell slots. It's been a dozen or so sessions since saying "You know what, let's just not worry about that," and thus far no impact on spells used is apparent. Primarily I made this decision because I don't want to concern myself with questions like "Am I giving the players enough access to diamonds?" while I am already concerning myself with broader questions on the same topic like "Am I giving the players enough opportunity to find treasure so that they feel their characters can afford to spend money?" [/QUOTE]
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