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General Tabletop Discussion
*Dungeons & Dragons
Water Management? :)
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<blockquote data-quote="Guest 6801328" data-source="post: 7181400"><p>(putting my serious hat back on)</p><p></p><p>I agree with tracking ammunition because it adds a decision point to combat. I think archery is a bit too powerful, not just for the damage but for the range and movement options, and I prefer that archers to have to think about ammunition so that sometimes they will choose to (or be forced to) whip out the short swords. (Not to derail the thread; just explaining my personal viewpoint.)</p><p></p><p>But what's the point of tracking food and water? I *guess* it puts time pressure on the heroes; in a dungeon you might have to withdraw to your camp to get more water if none can be found in the dungeon. But isn't that what the Long Rest mechanic is supposed to enforce? Why is it actually fun to worry about food and water? (Caveat: if simulation and resource-tracking is fun for you, then it is a self-answering question.)</p><p></p><p>I think where I come down on this question is that in situations where worrying about food & water add an interesting dimension then you turn the trackers on, and otherwise ignore it. E.g., if you're pursuing (or fleeing) across a desert, your water supplies become a vital factor. But even then I'd introduce some abstract rules, instead of making them count and weigh and track the water ounce by ounce.</p><p></p><p>EDIT: If you are being pursued across a <em>dessert</em> you have other problems to worry about.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7181400"] (putting my serious hat back on) I agree with tracking ammunition because it adds a decision point to combat. I think archery is a bit too powerful, not just for the damage but for the range and movement options, and I prefer that archers to have to think about ammunition so that sometimes they will choose to (or be forced to) whip out the short swords. (Not to derail the thread; just explaining my personal viewpoint.) But what's the point of tracking food and water? I *guess* it puts time pressure on the heroes; in a dungeon you might have to withdraw to your camp to get more water if none can be found in the dungeon. But isn't that what the Long Rest mechanic is supposed to enforce? Why is it actually fun to worry about food and water? (Caveat: if simulation and resource-tracking is fun for you, then it is a self-answering question.) I think where I come down on this question is that in situations where worrying about food & water add an interesting dimension then you turn the trackers on, and otherwise ignore it. E.g., if you're pursuing (or fleeing) across a desert, your water supplies become a vital factor. But even then I'd introduce some abstract rules, instead of making them count and weigh and track the water ounce by ounce. EDIT: If you are being pursued across a [I]dessert[/I] you have other problems to worry about. [/QUOTE]
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