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What are the "True Issues" with 5e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9107658" data-attributes="member: 6790260"><p>I'm pretty sure the gold issue is something folks have complained about for quite a while. One of the very, very few criticisms that were acceptable back in the early days of 5e--mostly because it's kind of a humblebrag, if we're being honest. "Look at all this <em>money</em> that I have <em>nothing I can do with...</em>"</p><p></p><p></p><p>Is that really a thing people are even asking for? But overall yes, if you can only hold (say) your Strength score in total items, and some items are extra heavy and "cost" two(/three/etc.) "slots," then yes, that would be a simpler, faster system, and thus "easier" by some definitions.</p><p></p><p><em>Would it lead to better, more interesting gameplay?</em> That's by far the more important question--and extremely difficult to answer without serious testing. Like most non-obvious questions regarding game design and balance.</p><p></p><p></p><p>I'm really not that sure that it does. What is the key benefit that it provides? Because I find that most inventory management systems work, at a very high level, in the same way: <em>avoid letting the bad thing happen</em>. That tends to result in uninteresting, even frustrating gameplay.</p><p></p><p>It is, in general, better to have a system which rewards good play, rather than one which exclusively punishes bad play, no rewards for playing well. I have yet to see an "encumbrance" or other inventory-management system which rewards effective play in any way. That's a pretty serious drag on it as an interesting and useful component of a game's design.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9107658, member: 6790260"] I'm pretty sure the gold issue is something folks have complained about for quite a while. One of the very, very few criticisms that were acceptable back in the early days of 5e--mostly because it's kind of a humblebrag, if we're being honest. "Look at all this [I]money[/I] that I have [I]nothing I can do with...[/I]" Is that really a thing people are even asking for? But overall yes, if you can only hold (say) your Strength score in total items, and some items are extra heavy and "cost" two(/three/etc.) "slots," then yes, that would be a simpler, faster system, and thus "easier" by some definitions. [I]Would it lead to better, more interesting gameplay?[/I] That's by far the more important question--and extremely difficult to answer without serious testing. Like most non-obvious questions regarding game design and balance. I'm really not that sure that it does. What is the key benefit that it provides? Because I find that most inventory management systems work, at a very high level, in the same way: [I]avoid letting the bad thing happen[/I]. That tends to result in uninteresting, even frustrating gameplay. It is, in general, better to have a system which rewards good play, rather than one which exclusively punishes bad play, no rewards for playing well. I have yet to see an "encumbrance" or other inventory-management system which rewards effective play in any way. That's a pretty serious drag on it as an interesting and useful component of a game's design. [/QUOTE]
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