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What does it mean to "Challenge the Character"?
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<blockquote data-quote="pemerton" data-source="post: 7601679" data-attributes="member: 42582"><p>I didn't realise that you were referring to equipment in that passage. I'm surprised that you think equipment - which is a central feature of D&D RPGing - is some sort of marginal or "twlight" example of game play.</p><p></p><p>Well, I wasn't asking you to argue! But I was wondering if you agree with me that - clearly, it seems to me - the player gets to narrate taing stuff out of his/her (which is to say, his/her PC's) backpack</p><p></p><p>My surprise that you think the rules are ambiguous on this is genuine, given how central equpiment is. My own view is that the way equipment is to be handled is clear. And that it's an obvious exception to the "GM narrates environment" principle.</p><p></p><p>The GM remininding a player that the rope got left behind, or oversseing the action economy in respect of using objects, is no different from the GM reminding a player that s/he has no spell slots left, or overseeing the action econoy in respect of casting spells. The exception I'm pointing to is in relation to <em>establishing the ingame environment</em>. When it comes to equipment, in standad D&D play, I don't think the GM takes the lead in this respect. The Basic PDF (p 4) says that</p><p></p><p style="margin-left: 20px">Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, racial traits, equipment, and magic items.</p><p></p><p>I think that makes it fairly clear which side of the player/GM divide management of equipment as an available component of the environment is meant to fall. (And I think a particularly clear case of that would be material components for spells.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7601679, member: 42582"] I didn't realise that you were referring to equipment in that passage. I'm surprised that you think equipment - which is a central feature of D&D RPGing - is some sort of marginal or "twlight" example of game play. Well, I wasn't asking you to argue! But I was wondering if you agree with me that - clearly, it seems to me - the player gets to narrate taing stuff out of his/her (which is to say, his/her PC's) backpack My surprise that you think the rules are ambiguous on this is genuine, given how central equpiment is. My own view is that the way equipment is to be handled is clear. And that it's an obvious exception to the "GM narrates environment" principle. The GM remininding a player that the rope got left behind, or oversseing the action economy in respect of using objects, is no different from the GM reminding a player that s/he has no spell slots left, or overseeing the action econoy in respect of casting spells. The exception I'm pointing to is in relation to [I]establishing the ingame environment[/I]. When it comes to equipment, in standad D&D play, I don't think the GM takes the lead in this respect. The Basic PDF (p 4) says that [indent]Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, racial traits, equipment, and magic items.[/indent] I think that makes it fairly clear which side of the player/GM divide management of equipment as an available component of the environment is meant to fall. (And I think a particularly clear case of that would be material components for spells.) [/QUOTE]
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