Composer99
Hero
I agree that the trade-off you describe is apt for survival gameplay. For "heroic" gameplay, where (I presume) players aren't particularly interested in keeping track of how much stuff they're carrying at all save in the most abstract sense, though, is that even a worthwhile trade-off to insist upon?A couple of points to add:
For some players, it's not just about not worrying about how much they're carrying for a "more heroic mode" but also to allow them to have a Dex-melee build and dump their Strength stat without a suffering a trade-off. That may sound cynical, but we've encountered plenty of discussion on these boards about players who dump Strength now.
And as for the issue of annoying one set of players who don't want to deal with it vs one set who does - that's why individual tables need a Session 0 to hash the issue out for the group if some players feel strongly about it. It may indicate a general play style incompatibility.
Apropos of annoying players, to my mind it's still better design if the game's rules aren't actively interfering with the kind of game players are interested in playing. That's not something that ought to have to be solved in session 0, except, of course, for the players to vote on or come to a consensus on what kind of game they want to play and then adding the appropriate variant rules.
This is, as far as I can see, plain and simply false insofar as you are asserting it to be some sort of "objective" property of RPG gameplay.Except that the alternative - unlimited carrying capacity for all - is even less interesting-compelling-enjoyable.
I am comfortable asserting that for the vast majority of players currently playing D&D, "How much gear can I carry right now?" is not an interesting question that they want to be made to answer through the game's mechanics. A more-or-less unlimited carrying capacity would, for those players, be genuinely better because they can focus their time and energy on those questions they do find interesting enough to answer through gameplay.
For those players for whom "How much gear can I carry right now?" is an interesting question, the way in which the game's ruleset and mechanics force them to answer the question also matters; some methods are going lead to more enjoyable gameplay by those players' lights than others. I am comfortable asserting that those methods are not going to correspond precisely to "realistic" encumbrance systems.
I'm also quite comfortable asserting that your preferences are very niche. Nothing wrong with them in and of themselves, but it would simply be a mistake for D&D to cater exclusively or even primarily to them.
Again, it seems to me that you are treating your own niche preferences as being "objective" qualities of RPG play - or, at the very least, you come across as not satisfactorily allowing for the fact that satisfying gameplay preferences you don't share is just as valid RPG gameplay as satisfying your own preferences.Fact of life: players generally welcome and enjoy mechanics that make the game easier and-or less challenging for them and-or their characters and would rather eschew mechanics that make the game harder and-or more challenging.
Magic makes things easier and less challenging Every. Single. Time. Of course players like it and want more of it.
Encumbrance and mundane gear/ammo tracking is there to make the game more challenging. Which means, obviously, players don't like it.
Listening to players is sometimes the worst thng a designer can do for the health of the game.
I completely agree with (2) above but don't think (1) and-or (4) are the best way to achieve such. What I'd prefer (and, I suppose, might have to design on my own someday) is an encumbrance mechanic that somehow takes all three of bulk, size, and weight into consideration, along with the size of the bearer. The challenge in design (and it's a biggie!) would be to somehow make this system simple enough to use without giving the ability to produce ridiculous results.
A Strength-12 Hobbit, for example, should have a measurably harder time carrying three longswords than a Strength-12 Human just because of the size of the swords relative to the size of the bearer.
I feel comfortable asserting that to the largest chunk of the D&D player base, their preference is either very casual "kick in the dungeon door and kill everything for its loot" gameplay, or character-driven gameplay with an overlay of strategic and/or tactical decision-making, and not for logistics-driven gameplay. "What dungeon are we knocking over in tonight's game session", "What goal is more important for me to pursue right now?", "What allies can I call upon in this situation, or what allies should I call upon?" or "Should I cast a spell right now and if so, what spell?" are interesting questions by such standards, while "Did I remember to bring a crowbar on this expedition or not" just isn't.
Spellcasting, then, is seemingly leading to more of the kinds of decisions players have to make that they find interesting and enjoyable to confront during gameplay. These decisions could relate to questions of resource management, but they don't have to.
Meanwhile, for players who do want to incorporate more mundane resource management and/or logistics-driven gameplay, it's not clear to me that a more "realistic" set of mechanics is going to do the trick. "How much stuff can I carry right now?" might or might not be an interesting question, but "How many pounds or fractions of a pound of stuff am I carrying that I have to spend precious table time computing?" is rather less likely to be.
Finally, bluntly put, challenge is, at best, only minimally "objectively" good for gameplay, insofar as gameplay that is not-at-all challenging, or that is consistently underwhelming as regards challenge, is likely to be boring. Beyond that, it is a useful element of gameplay when players find it interesting and enjoyable in and of itself. And, of course, even when players who are not Lanefan value challenge, it does not follow that a more "realistic" encumbrance mechanic is going to be an interesting and enjoyable way for them to experience challenge.
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