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<blockquote data-quote="Sunseeker" data-source="post: 6919100"><p>I typically ignore material components and do a 1-for-1 gp cost instead. Casters come out of the game with less disposable currency, but I never have players asking if there's an alchemy shop where they will invariably attempt to barter with the DM for discounts on goods. Strangely, noone ever attempts to barter with the DM for discounts on spell costs when I use the GP system. </p><p></p><p>I also usually ignore the jump rules, they seem needlessly technical for an edition that is attempting to be less technical. You should either be able to automatically jump X feet based on your modifier, or require a check. Not both. So I just require a check, or waive it away if it seems reasonable. </p><p></p><p>I don't track ammunition, or weapon or armor damage. If something intends to break your armor or weapon or deprive you of ammo, it will be a special effect that does so, not mundane day-to-day life.</p><p></p><p>Lifestyle expenses. Everything is charged "at the gate" so to speak. So if people want supplies, they buy them up front and carry them around. If someone wants to find out how much it'll cost to have a butler cook, clean and clothe them for a year, I'll come up with something that seems reasonable. But when you're adventuring you don't have a "lifestyle". You're basically one of those Doomsday Preppers.</p><p></p><p>Weapon switching. Dropping weapons just means we have to talk about collecting weapons later. So you can now "switch" one weapon as a bonus action. </p><p></p><p>I'll also ignore any rule that is getting in the way of the player doing something amazing, or locking me the DM out of playing the game.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6919100"] I typically ignore material components and do a 1-for-1 gp cost instead. Casters come out of the game with less disposable currency, but I never have players asking if there's an alchemy shop where they will invariably attempt to barter with the DM for discounts on goods. Strangely, noone ever attempts to barter with the DM for discounts on spell costs when I use the GP system. I also usually ignore the jump rules, they seem needlessly technical for an edition that is attempting to be less technical. You should either be able to automatically jump X feet based on your modifier, or require a check. Not both. So I just require a check, or waive it away if it seems reasonable. I don't track ammunition, or weapon or armor damage. If something intends to break your armor or weapon or deprive you of ammo, it will be a special effect that does so, not mundane day-to-day life. Lifestyle expenses. Everything is charged "at the gate" so to speak. So if people want supplies, they buy them up front and carry them around. If someone wants to find out how much it'll cost to have a butler cook, clean and clothe them for a year, I'll come up with something that seems reasonable. But when you're adventuring you don't have a "lifestyle". You're basically one of those Doomsday Preppers. Weapon switching. Dropping weapons just means we have to talk about collecting weapons later. So you can now "switch" one weapon as a bonus action. I'll also ignore any rule that is getting in the way of the player doing something amazing, or locking me the DM out of playing the game. [/QUOTE]
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