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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Malmuria" data-source="post: 8687458" data-attributes="member: 7030755"><p>I actually think this last question speaks to the design intent of various editions of dnd. The equipment list in 5e is largely vestigial. Selecting specific items from that list <em>was</em> important in b/x and ad&d, because each item could be used to solve particular problems (throwing ball bearings (?) on the ground while running away, flour for invisible things, multiple ways to set everything on fire, etc). The higher level version of this are the detailed charts for building a stronghold. </p><p></p><p>But these 1e problems are simply not problems in 5e, especially past 2nd level (to your disguise kit example, my current 5e pc has a disguise kit…which was made irrelevant by a 2nd level invocation that lets me cast disguise self at will). The various packs and kits are there to provide flavor and define the character a bit at the start, but abstract the process so that new players don’t have to pore over equipment lists. Characters can also carry an absurd amount of weight on them while being able to pull any item out of their pack in 6 seconds. However, the thing 5e <em>does</em> care about are magic items, hence the attunement system. In other words, you will probably be able to say to a dm that you had a piece of chalk in your pack and it’s not a big deal, but will not be able to say that your character probably also has a magical shield. So, overall, the level of detail in the inventory system tells us what the game is about.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8687458, member: 7030755"] I actually think this last question speaks to the design intent of various editions of dnd. The equipment list in 5e is largely vestigial. Selecting specific items from that list [I]was[/I] important in b/x and ad&d, because each item could be used to solve particular problems (throwing ball bearings (?) on the ground while running away, flour for invisible things, multiple ways to set everything on fire, etc). The higher level version of this are the detailed charts for building a stronghold. But these 1e problems are simply not problems in 5e, especially past 2nd level (to your disguise kit example, my current 5e pc has a disguise kit…which was made irrelevant by a 2nd level invocation that lets me cast disguise self at will). The various packs and kits are there to provide flavor and define the character a bit at the start, but abstract the process so that new players don’t have to pore over equipment lists. Characters can also carry an absurd amount of weight on them while being able to pull any item out of their pack in 6 seconds. However, the thing 5e [I]does[/I] care about are magic items, hence the attunement system. In other words, you will probably be able to say to a dm that you had a piece of chalk in your pack and it’s not a big deal, but will not be able to say that your character probably also has a magical shield. So, overall, the level of detail in the inventory system tells us what the game is about. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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