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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="Emberashh" data-source="post: 9233240" data-attributes="member: 7040941"><p>My take on Encumberance in particular is that it fails because its too often noninteractive, or at least practically so, with what little interactivity existing being so anemic it may as well not be there. If you then compound that with the fiddly math Encumberance often takes the form of, its hardly surprising no one wants that. It also doesn't help that the things it tracks are often similarly pointless mechanically speaking. </p><p></p><p>This is why I've come to favor a hand-of-cards approach in tandem with customizable container items. Items (and their associated stats, mechanics, etc) are all contained on a card and your inventory, as defined by your bags, pouches, etc, define how big your hand can be, or how many cards you can hold at once. Stackables are defined by the card, so anything you could reasonably stack up to a point (like coins, arrows, herbs, etc) would all be covered by the card, or, if you equip them, to your Equipment Slots. </p><p></p><p>Becomes a lot more interesting when you're choosing between a leather sling pouch and a leather rucksack when those have meaningful differences (free access vs max hand size, respectively), and when choosing between cow leather, reptile skin or dragonhide all induce meaningful differences of their own, and so on. </p><p></p><p>And then those choices co-mingle with how you outfit other things, like a Mount or a Vehicle like a Carriage, which have a similar depth of choices. </p><p></p><p>This all also makes for a much more well defined means of targeting player inventories. The GM doesn't have to just pull a dick move out of a hat to say the dragon burns up your backpack; if you have a cruddy bag its going to catch on fire if you try to tank the dragons firebreath.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9233240, member: 7040941"] My take on Encumberance in particular is that it fails because its too often noninteractive, or at least practically so, with what little interactivity existing being so anemic it may as well not be there. If you then compound that with the fiddly math Encumberance often takes the form of, its hardly surprising no one wants that. It also doesn't help that the things it tracks are often similarly pointless mechanically speaking. This is why I've come to favor a hand-of-cards approach in tandem with customizable container items. Items (and their associated stats, mechanics, etc) are all contained on a card and your inventory, as defined by your bags, pouches, etc, define how big your hand can be, or how many cards you can hold at once. Stackables are defined by the card, so anything you could reasonably stack up to a point (like coins, arrows, herbs, etc) would all be covered by the card, or, if you equip them, to your Equipment Slots. Becomes a lot more interesting when you're choosing between a leather sling pouch and a leather rucksack when those have meaningful differences (free access vs max hand size, respectively), and when choosing between cow leather, reptile skin or dragonhide all induce meaningful differences of their own, and so on. And then those choices co-mingle with how you outfit other things, like a Mount or a Vehicle like a Carriage, which have a similar depth of choices. This all also makes for a much more well defined means of targeting player inventories. The GM doesn't have to just pull a dick move out of a hat to say the dragon burns up your backpack; if you have a cruddy bag its going to catch on fire if you try to tank the dragons firebreath. [/QUOTE]
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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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