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General Tabletop Discussion
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Simple Encumbrance system (to make Strength matter)?
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<blockquote data-quote="iserith" data-source="post: 7889119" data-attributes="member: 97077"><p>I would suggest that, if you are running a game where you want to incentivize Strength via variant encumbrance rules, then bags of holding and the like are not available. At the same time, it's a good idea in my view to be prepared for the players to want mounts and hirelings in a way that they might not have before. So some rules on that are probably a good call if you go this route. I tend to limit the number of hirelings the PCs can have to their Charisma modifiers and make Recruiting a downtime activity.</p><p></p><p>Most importantly, I would say that variant encumbrance rules are best used when they speak to the kind of campaign or adventure you're trying to run, one wherein concern over what to take into an adventure location and what to take out is of some importance to the theme of the game. I wouldn't bother with such rules in anything other than dungeon delves, hexcrawls, or other survival situations. If you're running a standard event-based game that I see is so common these days, I would take a pass on encumbrance rules in favor of including more challenges that involve jumping.</p></blockquote><p></p>
[QUOTE="iserith, post: 7889119, member: 97077"] I would suggest that, if you are running a game where you want to incentivize Strength via variant encumbrance rules, then bags of holding and the like are not available. At the same time, it's a good idea in my view to be prepared for the players to want mounts and hirelings in a way that they might not have before. So some rules on that are probably a good call if you go this route. I tend to limit the number of hirelings the PCs can have to their Charisma modifiers and make Recruiting a downtime activity. Most importantly, I would say that variant encumbrance rules are best used when they speak to the kind of campaign or adventure you're trying to run, one wherein concern over what to take into an adventure location and what to take out is of some importance to the theme of the game. I wouldn't bother with such rules in anything other than dungeon delves, hexcrawls, or other survival situations. If you're running a standard event-based game that I see is so common these days, I would take a pass on encumbrance rules in favor of including more challenges that involve jumping. [/QUOTE]
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Simple Encumbrance system (to make Strength matter)?
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