A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
We've all done it
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Yeah, it's like encumberance in video games. Usually just makes things tedious and if there's no work around it stops being fun.I don't mind encumberance that much. I think it's necessary if you're making any attempt at balancing the economy. Without it the player returns back to town with every bit of loot from the dungeon to sell, and the economy doesn't matter anymore. However, any game that has an encumberance mechanic absolutely has to have a weight/value sort and display. I don't know why this is so hard for them to implement. Bethesda games never do, and I'm playing Tainted Grail (I've heard lots of good things, and it's alright so far) and it doesn't. With any amount of playtesting they'd get overencumbered, try to figure out what to drop and instantly realize they want to drop the lowest weight/value items, and there's no way to view this! How do you not add it?
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*Converts my one electrum to 50 cp.* Now I have infinite money!And that's how the party ends up on the run for counterfeiting.
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Or you could save on rolls and say you're out of arrows on a natural 1.
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Any kind of inventory management like arrows and food is way too sweaty and has never engaged a single player ever unless the whole point of the campaign is this exact mechanic. It's a waste of time and energy and I don't play with anyone that insists on doing it.Mostly, I agree. However, part of why it has a cost is to be a sink for gold. Sure, it's not much, but it does add up. However, there are better ways to handle it than to track arrows. Just make your players occasionally pay for upkeep of their gear when they're in town. This could be themes as repairs for weapons an armor, more arrows, spellcasting supplies, food, etc. This does two things. You can give them more value in rewards and it makes them feel like they're actually adventurers, not just game characters. Alternatively, scale rewards down. They don't have to know about it, but if they're not paying for supplies then they're going to get more value than is expected (by the rules). Or, the final option, just ignore it. It theoretically adds up to a lot of value over the course of the game, especially for spellcasting, but who cares? If you notice they have enough money that they stop worrying about it *then* you can do something.
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Any kind of inventory management like arrows and food is way too sweaty and has never engaged a single player ever unless the whole point of the campaign is this exact mechanic. It's a waste of time and energy and I don't play with anyone that insists on doing it.
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I mean, if we're taking zeros and ones, yeah it's definitely binary. If we're talking gender, it's *absolutely* non-binary.
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The AI has rotted your brain man. Tracking arrows doesn't need a fucking LLM. It needs tally marks on a sheet of paper, at most.
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This post did not contain any content.We play with the we don't track arrows and encumbrance unless you start trying to steal all the doors in the dungeon. The stealing of doors did happen with a group before I joined. We keep the rule just in case
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What are you talking about? My comment was about linguistic pedantry, not virtue signalling.
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I don't mind encumberance that much. I think it's necessary if you're making any attempt at balancing the economy. Without it the player returns back to town with every bit of loot from the dungeon to sell, and the economy doesn't matter anymore. However, any game that has an encumberance mechanic absolutely has to have a weight/value sort and display. I don't know why this is so hard for them to implement. Bethesda games never do, and I'm playing Tainted Grail (I've heard lots of good things, and it's alright so far) and it doesn't. With any amount of playtesting they'd get overencumbered, try to figure out what to drop and instantly realize they want to drop the lowest weight/value items, and there's no way to view this! How do you not add it?In SP RPG games it's stupid. I'm just going to make however many trips back and forth it takes to empty the dungeon anyway. Might as well let me do it in one shot so I can get on to the next thing. I get it in survival crafting type games (within reason) but no reason games like skyrim or fallout need an encumbrance mechanic when you need a fuckload of stuff to level your crafting skills.
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We play with the we don't track arrows and encumbrance unless you start trying to steal all the doors in the dungeon. The stealing of doors did happen with a group before I joined. We keep the rule just in case
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We play with the we don't track arrows and encumbrance unless you start trying to steal all the doors in the dungeon. The stealing of doors did happen with a group before I joined. We keep the rule just in case
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Mostly, I agree. However, part of why it has a cost is to be a sink for gold. Sure, it's not much, but it does add up. However, there are better ways to handle it than to track arrows. Just make your players occasionally pay for upkeep of their gear when they're in town. This could be themes as repairs for weapons an armor, more arrows, spellcasting supplies, food, etc. This does two things. You can give them more value in rewards and it makes them feel like they're actually adventurers, not just game characters. Alternatively, scale rewards down. They don't have to know about it, but if they're not paying for supplies then they're going to get more value than is expected (by the rules). Or, the final option, just ignore it. It theoretically adds up to a lot of value over the course of the game, especially for spellcasting, but who cares? If you notice they have enough money that they stop worrying about it *then* you can do something.