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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>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. Magical arrow subscription service, never run out as long as your payments are up to date
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Will you really go back? I suspect that 99.99% of players won't. It's more effective to go somewhere new, where you get XP, a fresh shot at better loot, and maybe different quests. Sure, you *can* ruin the economy in many ways, such as hoovering up every bit of loot. It isn't balanced around that though, and can't be. It's the correct assumption almost always that players won't return for loot that was left, because it's less valuable than doing a new dungeon.Yes, I go back. Why would I say it's annoying and wastes a ton of time if I didn't have experience with it? I've had a lot of conversations with other people who are the same way so I think you are underestimating how annoying it is. As far as moving on to the next place, what do you get? One boss chest, with a single magic item that may or may not be good for you? You still have to pick up the incedental crap to sell for gold and crafting materials. If you just rely on the few decent items you get that would take even longer. Regardless, there's no economy to ruin in games like skyrim or fallout. You're the only one there with a bunch of mindless NPCs, they don't trade with each other and their inventory resets after a few days. Selling them a ton of crap is completely meaningless to the world as a whole.
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Easy fix: Have more money as loot instead of otherwise nearly worthless items that sell for small amounts of money for flavor.Well, for most games it isn't useless items. Most of it just isn't useful *to you*. Either your gear is better, or it's for a combat style you don't use, or it's consumables like potions.
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Yes, I go back. Why would I say it's annoying and wastes a ton of time if I didn't have experience with it? I've had a lot of conversations with other people who are the same way so I think you are underestimating how annoying it is. As far as moving on to the next place, what do you get? One boss chest, with a single magic item that may or may not be good for you? You still have to pick up the incedental crap to sell for gold and crafting materials. If you just rely on the few decent items you get that would take even longer. Regardless, there's no economy to ruin in games like skyrim or fallout. You're the only one there with a bunch of mindless NPCs, they don't trade with each other and their inventory resets after a few days. Selling them a ton of crap is completely meaningless to the world as a whole.I don't think you understand game design if you can't understand what's meant by "ruining the economy." It means that the player gets so much money that there's essentially no use for it anymore. They can buy anything that's available without concern. For example, in Morrowind you can craft potions with ridiculous value, then use that to pay for levels from trainers and buy the best items, then pay for enchanting to make them even better. It trivializes the game. The only option at that point is to just limit what can be purchased. That's a much worse solution than balancing the game's economy so the player has options to spend money on, but critically *they can't buy everything*. Video games are about making decisions. If you don't have to decide anything than why not just watch a movie? The game needs to present you with options, and you need to choose what you will and won't do. The economy is a great place this can happen in a game that's balanced well.
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Well, for most games it isn't useless items. Most of it just isn't useful *to you*. Either your gear is better, or it's for a combat style you don't use, or it's consumables like potions.I'm talking about the things you can't use, like bowls and trinkets and other stuff that games frequently include as 'white' items that *literally* cannot be used. Those things that exist to be sold to vendors. They have been in many of the roga I have played. In the rpgs that don't have them, there isn't a vendor that buys stuff and no 'economy' that exists.
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This post did not contain any content.Bows are OP until you have limited arrows
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I'm talking about the things you can't use, like bowls and trinkets and other stuff that games frequently include as 'white' items that *literally* cannot be used. Those things that exist to be sold to vendors. They have been in many of the roga I have played. In the rpgs that don't have them, there isn't a vendor that buys stuff and no 'economy' that exists.That's almost exclusively a Bethesda thing, at least to the extent it's an issue. Technically it's in Tainted Grail some, and Larian games a very small amount, but never in enough quantity or weight to be an issue, nor are they ever worth enough to bother with.
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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.I don't ask characters to keep track of ammunition, but if they are using a crossbow or some type of gun, I will absolutely penalize them for not remembering to reload between combat. Or forgetting to retrieve thrown weapons. Its just always funny in an evil sort of way. "I'm going to attack the troll!" "Alright, how do you want to attack?" "I'm going to throw my enchanted spear at it!" "Your spear is a level down, back where you last threw it when fighting those goblins earlier." *Shocked pickachu face*
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Eh, didn't have better things to do at the time, and wanted to shout out MPMB's PDFs. Amazing tool.
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This post did not contain any content. > Arrow! Black arrow! I have saved you to the last. You have never failed me and always I have recovered you. I had you from my father and he from of old. If ever you came from the forges of the true King under the Mountain, go now and speed well"
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The first thing I disable in every RPG. Going through a dungeon and having to stop every couple of rooms to throw away stuff really loses your immersion. Bonus point is that it also accumulates wealth more easily.
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I don't think you understand game design if you can't understand what's meant by "ruining the economy." It means that the player gets so much money that there's essentially no use for it anymore. They can buy anything that's available without concern. For example, in Morrowind you can craft potions with ridiculous value, then use that to pay for levels from trainers and buy the best items, then pay for enchanting to make them even better. It trivializes the game. The only option at that point is to just limit what can be purchased. That's a much worse solution than balancing the game's economy so the player has options to spend money on, but critically *they can't buy everything*. Video games are about making decisions. If you don't have to decide anything than why not just watch a movie? The game needs to present you with options, and you need to choose what you will and won't do. The economy is a great place this can happen in a game that's balanced well.>Morrowind you can craft potions with ridiculous value, then use that to pay for levels from trainers and buy the best items Did you actually play Morrowind? I can't think of a single one of the best items in Morrowind that was available for sale. You either had to steal them or they were loot. Also most of the vendors in that game were pretty broke. To sell anything of "ridiculous value" You had to find the mudcrab merchant out in the middle of nowhere. Gold didn't trivialize that game at all. Exploiting alchemy did.
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>Morrowind you can craft potions with ridiculous value, then use that to pay for levels from trainers and buy the best items Did you actually play Morrowind? I can't think of a single one of the best items in Morrowind that was available for sale. You either had to steal them or they were loot. Also most of the vendors in that game were pretty broke. To sell anything of "ridiculous value" You had to find the mudcrab merchant out in the middle of nowhere. Gold didn't trivialize that game at all. Exploiting alchemy did.No, the best items in the game are enchanted by the player easily. It's not required, but enchanting you can create better magical items than are available to find, and with the specific enchantments that you want. I agree selling stuff was annoying, but it wasn't that hard. You just sell as much as you can and buy back other light valuables. Then when you buy something you use the valuables first.
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I'm wondering if they mean have ChatGPT reading the messages in Discord and automatically tracking it? It should be able to do that, but I'm not sure about the specifics. And it's not something LLMs are good at, so you have to be able to work around it. It would basically need to notice whenever you use an item, then tell something else to remove that from you inventory.
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And that's how the party ends up on the run for counterfeiting.
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Stealing doors is easy, you just have to open it and then it becomes a jar. Jars are easier to carry away than doors.But jars aren't worth as much as doors
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I don't ask characters to keep track of ammunition, but if they are using a crossbow or some type of gun, I will absolutely penalize them for not remembering to reload between combat. Or forgetting to retrieve thrown weapons. Its just always funny in an evil sort of way. "I'm going to attack the troll!" "Alright, how do you want to attack?" "I'm going to throw my enchanted spear at it!" "Your spear is a level down, back where you last threw it when fighting those goblins earlier." *Shocked pickachu face*I've played with someone like this once. It is infuriating to have to halt the flow of the action just so that everyone can take their time and describe shitty little menial tasks they are doing and that should just be left to reasonable expectation so that they don't give their petty DM the oppotunity to fuck them later. There are so many ways to create fun challenges for players, being anally adversarial with the players is not one of them. They only person deriving joy from that is the shitty sadistic DM. Sorry for the very personal attack, but bruh.. I got triggerd just by reading your last two sentences.
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This post did not contain any content.There are some formats where inventory management becomes interesting again. We tried doing a Hexcrawl earlier this year and there was a lot of interesting gameplay to be had in the risk/reward management of how many supplies they wanted to carry vs how much they wanted to invest in pack animals, limiting their ability to carry loot back, carrying this vs that, guessing how much they'll use before they can resupply or where future resupplies might be, gambling on whether to press forward and risk running out or turn back, that kind of thing.
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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