Here’s the article in question:In the action economy, that one interaction with an item can still be meaningful. Like... can't take off the pack and draw a weapon without using an action.
I dunno, a size small creature has 15+strength mod slots vrs a medium with 18+strength mod with worn light/medium/heavy armor subtracting 3/6/9 slots before you factor in the 0 slot use 5 food ration/5 water ration/100 coin free allotment. You could easily tweak it to say small sized armor uses fewer slots... but to be fair, that's a 3.5ism that never made it into the base 5e system either.The slot style of abstraction like this are systems that I hate the most. Heavy armour and weapons are given weight values that far outpace the bonus that a high strength score gives to the point where you are now penalized for playing a high strength character. In the example the small kobold wizard with a strength penalty carries more extra stuff than the cleric with a strength bonus.
I do have something I’m planning to try out for my next campaign, but it hasn’t been tested yet. The short version is, give light and medium armor users options with a strength requirement. +1 or +2 AC if you invest up to 13 or 15 Strength seems like a solid, worthwhile bonus that I don’t think will be so strong that players will feel punished if they miss out on. The long version is I’m pretty much overhauling the weapon and armor lists so that Dex can’t get you as much offensive value as Strength, and Strength has defensive value even for more Dex-focused fighters.Do you have any example of that in the game, or ideas of what could be added as houserules?
I guess the trick is to make whatever comes with high strength not too critical, otherwise those without it will feel penalized, and we're back to square one.
Intriguing.I do have something I’m planning to try out for my next campaign, but it hasn’t been tested yet. The short version is, give light and medium armor users options with a strength requirement. +1 or +2 AC if you invest up to 13 or 15 Strength seems like a solid, worthwhile bonus that I don’t think will be so strong that players will feel punished if they miss out on. The long version is I’m pretty much overhauling the weapon and armor lists so that Dex can’t get you as much offensive value as Strength, and Strength has defensive value even for more Dex-focused fighters.
Here’s the article in question:
That's one of the areas 5e oversimplified from prior editions. I dunno what it was in 4e, but back in 3.5 retrieving a stored item counted as a move action & triggered an AoO to manipulate an item. In 5e phb190 there are a bunch of things you can do while moving and taking your action. That list is:I don't know as I fully agree with him, insofar as he's focused on the exploration, where I'm focused on the combat. I have a character with low strength, who has reason to have a whole lot of stuff (artificers want their tools at hand). I can infuse two items, and one of them is tied up as a Bag of Holding, because otherwise there's no way to have that stuff at hand. And even with that, I have to be very careful, because I already move at 25' to the rest of the party's 30'. One pound more, and I'm moving at half the speed of the rest of the party...
I have a mastiff companion. I can use it as a pack animal... but then at any given moment my tools may not be at hand. I can ride him, but then I have to worry about having him be encumbered....
No meaningful choices indeed!
Inventory Interactions
You must draw an item from your inventory before you can use it. During your turn, you may use your one free object interaction (PHB p190) with your inventory to
.
Add/sheathe one item (or collection of tiny items)
Remove/draw one item (or collection of tiny items
To make a second change to your inventory during the same turn, or to interact with another character's inventory, you must take the Use an Object action
...
Variant Quickdraw
If you want to make inventory access a little morerestricting for your players, try using the Quickdrawvariant rule.
Characters nominate any 3 items in their inventory asquickdraw items. Quickdraw items can be draw/removed from the inventory using a free object interaction asnormal. However, any non-quickdraw item can only be accessed using a full action.
I don't know as I fully agree with him, insofar as he's focused on the exploration, where I'm focused on the combat. I have a character with low strength, who has reason to have a whole lot of stuff (artificers want their tools at hand). I can infuse two items, and one of them is tied up as a Bag of Holding, because otherwise there's no way to have that stuff at hand. And even with that, I have to be very careful, because I already move at 25' to the rest of the party's 30'. One pound more, and I'm moving at half the speed of the rest of the party...
I have a mastiff companion. I can use it as a pack animal... but then at any given moment my tools may not be at hand. I can ride him, but then I have to worry about having him be encumbered....
No meaningful choices indeed!
I’ll post my working weapon and armor tables in a bit, probably in another thread, just keep in mind they’re untested and likely to change in response to feedback from my players once they see actual play.Intriguing.
Let us know when you have a product finished enough to be presented.
/thread derail

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.