Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 3800595" data-attributes="member: 5143"><p>That's not differing logistics. It's the same logistics for every player in the game, they are all given the same choices.</p><p></p><p>Sure, but the logistics themselves are the same: Do I have enough of what I need to continue?</p><p></p><p>D&D has a closer analogy to a situation where Armor is concerned about whether they have enough tank shells to keep firing, but they only brought 4 with them. They'll get a new shipment of 4 tomorrow, but can they hold off the enemy until then? Best to hide in the tank and do nothing until a big enough threat comes along to waste one of them. Or, you could exit the tank and try to take out the enemy with a knife.</p><p></p><p>While the infantry are stocked with so much ammo that they could fire their guns continuously for days and not run out. Plus, they get regularly resupplied so they never worry about running out.</p><p></p><p>One group worries about logistics, the other one doesn't. That doesn't happen in real life. Instead, logistics in D&D is used as a balance on power. Since the tank can easily take out almost any target the infantry can(and with overkill), it wouldn't be very much fun to be the infantry if you could just send in the tank to do everything. So you put restrictions on the tank in order to make sure they don't do EVERYTHING.</p><p></p><p>I don't count the item crafting in 2nd edition(and 1st was similar) as being item crafting, per se. There was a large section of the DMG dedicated to explaining how each magic item was supposed to be unique. In order to craft ANY item at all, you needed strange and rare magical components and that each item should be the result of 2 or 3 adventures worth of gathering components to make one.</p><p></p><p>There weren't any "rules" for it either. It was more like "Your DM can tell you what you'll have to do to make an item and whether or not you can have it based on how powerful it is."</p><p></p><p>The problem is in the TIME it takes to do those activities and the involvement in them. As I've pointed out in other threads that in an average session 4 hour session of my home game, 3 hours of it are spent in combat. In an average 4 hour session of Living Greyhawk or Xen'drik Expeditions, about 3 hours are spent on combat.</p><p></p><p>The remaining hour is spend partially on the party discussing courses of action with each other, partially describing things to the party, partially role playing, and partially solving non-combat encounters.</p><p></p><p>On average, I say our wizard spends...maybe 10 minutes per session on non-combat activities. The Rogue spends maybe 10. The bard or diplomat in the party spends maybe 15 talking to people and doing their thing.</p><p></p><p>For the other 3 hours of the session, the other players would like to feel that they have some reason to sitting at the table. They don't like being told "Well, you knew by not playing a fighter you weren't going to be good at fighting. So, just sit there and wait for your 10 minutes of shining."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3800595, member: 5143"] That's not differing logistics. It's the same logistics for every player in the game, they are all given the same choices. Sure, but the logistics themselves are the same: Do I have enough of what I need to continue? D&D has a closer analogy to a situation where Armor is concerned about whether they have enough tank shells to keep firing, but they only brought 4 with them. They'll get a new shipment of 4 tomorrow, but can they hold off the enemy until then? Best to hide in the tank and do nothing until a big enough threat comes along to waste one of them. Or, you could exit the tank and try to take out the enemy with a knife. While the infantry are stocked with so much ammo that they could fire their guns continuously for days and not run out. Plus, they get regularly resupplied so they never worry about running out. One group worries about logistics, the other one doesn't. That doesn't happen in real life. Instead, logistics in D&D is used as a balance on power. Since the tank can easily take out almost any target the infantry can(and with overkill), it wouldn't be very much fun to be the infantry if you could just send in the tank to do everything. So you put restrictions on the tank in order to make sure they don't do EVERYTHING. I don't count the item crafting in 2nd edition(and 1st was similar) as being item crafting, per se. There was a large section of the DMG dedicated to explaining how each magic item was supposed to be unique. In order to craft ANY item at all, you needed strange and rare magical components and that each item should be the result of 2 or 3 adventures worth of gathering components to make one. There weren't any "rules" for it either. It was more like "Your DM can tell you what you'll have to do to make an item and whether or not you can have it based on how powerful it is." The problem is in the TIME it takes to do those activities and the involvement in them. As I've pointed out in other threads that in an average session 4 hour session of my home game, 3 hours of it are spent in combat. In an average 4 hour session of Living Greyhawk or Xen'drik Expeditions, about 3 hours are spent on combat. The remaining hour is spend partially on the party discussing courses of action with each other, partially describing things to the party, partially role playing, and partially solving non-combat encounters. On average, I say our wizard spends...maybe 10 minutes per session on non-combat activities. The Rogue spends maybe 10. The bard or diplomat in the party spends maybe 15 talking to people and doing their thing. For the other 3 hours of the session, the other players would like to feel that they have some reason to sitting at the table. They don't like being told "Well, you knew by not playing a fighter you weren't going to be good at fighting. So, just sit there and wait for your 10 minutes of shining." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is it so important?
Top