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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="Cruentus" data-source="post: 8689906" data-attributes="member: 7034645"><p>With re: to equipment loadouts, its going to vary widely based on the "intent" of the game. A Basic/OSE game is likely going to run very different to a 5e game. In a multi year 5e campaign we played in, I never once had to go to my "inventory" for something useful. It wasn't that type of game. Carry tons of treasure. No problem. Travel incessantly. Sure. Dungeons? No problem. Light spell, Darkvision, etc. Create food and water, and so on. It wasn't a dungeon crawl. It wasn't survival based. It was high fantasy fighting dragons and things (and still no one came near death, ever), and mundane equipment didn't matter.</p><p></p><p>We're now playing Basic/Expert/OSE, and it sure a heck matters. Travel takes time. Travel uses rations. Travelling at night uses up torches and lantern oil. Didn't pack a grappling hook? Well, better find something that'll do, or figure another way around it. No rope? Oops. Going to make that descent rather dangerous. And here, it does matter. Weight is a thing. Carry capacity is intentionally baked in. You can only carry out what you can carry, and thats also XPs. Do I wear plate for the better AC, or Chain so I can carry more? Do I bring an extra sword? That's weight. Differently, these decisions are also made (in our game), based on doing some recon of the area we're going - what might we face, what might the hazards be, what might we need? Its not just wandering around randomly looking for adventure, or jumping into something just to jump into it. </p><p></p><p>It sounds to me like Blades, and Torchbearer have the systems they do for equipment, because that's a strong focus of the game play (Blades even mentions a "score", which in DnD would be like the thief deciding to go on a heist). You'd outfit differently based on what you're getting yourself into.</p><p></p><p>Anyway, I tried to rework 5e into something more OSE, and every change caused cascades that caused more cascades. For its simplicity, adding or removing things has impact far beyond the thing being tweaked or house ruled. I gave up after two years of trying to make it work. Its just built with too much inherent in the classes. </p><p></p><p>So we've gone back to basics, love the simplicity of it, everyone gets a single action each round, we protect the wizard (cause later he'll be protecting us), we pay attention to inventory, and it works for our table. We're likely never going back to 5e, its moved past us.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8689906, member: 7034645"] With re: to equipment loadouts, its going to vary widely based on the "intent" of the game. A Basic/OSE game is likely going to run very different to a 5e game. In a multi year 5e campaign we played in, I never once had to go to my "inventory" for something useful. It wasn't that type of game. Carry tons of treasure. No problem. Travel incessantly. Sure. Dungeons? No problem. Light spell, Darkvision, etc. Create food and water, and so on. It wasn't a dungeon crawl. It wasn't survival based. It was high fantasy fighting dragons and things (and still no one came near death, ever), and mundane equipment didn't matter. We're now playing Basic/Expert/OSE, and it sure a heck matters. Travel takes time. Travel uses rations. Travelling at night uses up torches and lantern oil. Didn't pack a grappling hook? Well, better find something that'll do, or figure another way around it. No rope? Oops. Going to make that descent rather dangerous. And here, it does matter. Weight is a thing. Carry capacity is intentionally baked in. You can only carry out what you can carry, and thats also XPs. Do I wear plate for the better AC, or Chain so I can carry more? Do I bring an extra sword? That's weight. Differently, these decisions are also made (in our game), based on doing some recon of the area we're going - what might we face, what might the hazards be, what might we need? Its not just wandering around randomly looking for adventure, or jumping into something just to jump into it. It sounds to me like Blades, and Torchbearer have the systems they do for equipment, because that's a strong focus of the game play (Blades even mentions a "score", which in DnD would be like the thief deciding to go on a heist). You'd outfit differently based on what you're getting yourself into. Anyway, I tried to rework 5e into something more OSE, and every change caused cascades that caused more cascades. For its simplicity, adding or removing things has impact far beyond the thing being tweaked or house ruled. I gave up after two years of trying to make it work. Its just built with too much inherent in the classes. So we've gone back to basics, love the simplicity of it, everyone gets a single action each round, we protect the wizard (cause later he'll be protecting us), we pay attention to inventory, and it works for our table. We're likely never going back to 5e, its moved past us. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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