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Some mechanisms (often ported from the old days) are putting the incentives in the wrong place - blog post discussion
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<blockquote data-quote="payn" data-source="post: 9231706" data-attributes="member: 90374"><p>A lot of why these things have been dropped is due with the change in how the game is played. I think this carrot and stick design is old school skill play incentive. Where the PCs are really in a fantasy survival sim. Personally, I just look to systems that do it better than modern D&D. </p><p></p><p>OSR products like <em>Forbidden Lands</em> is a really good one. Water, food, and torches are tracked via supply die. If I am able to spend time collecting/making torches, I can max out my supply die at D10. When the situation arises where I need a torch, I roll a D10. On a 1 or 2, the die becomes D8 and so on. This is an elegant design that is easy to track and manage. I know what my odds are if I want to push my luck. Best part is its not a binary do or do not leaning into the game aspect.</p><p></p><p>When it comes to D&D, im full aboard the post-Hickman train. The game's scope has increased significantly. No longer are the PCs simply expected to dungeon delve and survive to get loot and become more powerful. It's no longer simply a survival sim. Now, the PCs are exploring long lost places, uncovering vast conspiracies, and making their mark on the setting and its people. Tracking minute items such as weight, light, and torches is besides the point (unless its specifically thee point in the adventure). </p><p></p><p>So, when it comes to encumbrance I think the modern answer is just to remove it entirely as opposed to adding back in a dozen items to penalize/incentivize the players if they are not skill playing correctly and/or smartly. Magic items are now optional so the need to strip the copper wire and tubing out of every dungeon is gone. If, for some reason, the PCs need to move heavy stuff because of the adventure, you deal with it then instead of every moment of the game. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9231706, member: 90374"] A lot of why these things have been dropped is due with the change in how the game is played. I think this carrot and stick design is old school skill play incentive. Where the PCs are really in a fantasy survival sim. Personally, I just look to systems that do it better than modern D&D. OSR products like [I]Forbidden Lands[/I] is a really good one. Water, food, and torches are tracked via supply die. If I am able to spend time collecting/making torches, I can max out my supply die at D10. When the situation arises where I need a torch, I roll a D10. On a 1 or 2, the die becomes D8 and so on. This is an elegant design that is easy to track and manage. I know what my odds are if I want to push my luck. Best part is its not a binary do or do not leaning into the game aspect. When it comes to D&D, im full aboard the post-Hickman train. The game's scope has increased significantly. No longer are the PCs simply expected to dungeon delve and survive to get loot and become more powerful. It's no longer simply a survival sim. Now, the PCs are exploring long lost places, uncovering vast conspiracies, and making their mark on the setting and its people. Tracking minute items such as weight, light, and torches is besides the point (unless its specifically thee point in the adventure). So, when it comes to encumbrance I think the modern answer is just to remove it entirely as opposed to adding back in a dozen items to penalize/incentivize the players if they are not skill playing correctly and/or smartly. Magic items are now optional so the need to strip the copper wire and tubing out of every dungeon is gone. If, for some reason, the PCs need to move heavy stuff because of the adventure, you deal with it then instead of every moment of the game. YMMV. [/QUOTE]
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