this post was submitted on 16 Sep 2023
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[–] Dice@ttrpg.network 13 points 1 year ago (10 children)

Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.

[–] HipsterTenZero@dormi.zone -1 points 1 year ago* (last edited 1 year ago) (1 children)

Maybe for a certain kind of game. Survival horror, absolutely - as an aside, i really want to find a good survival horror fantasy RPG, I think that'd be really fun. But for mainstream fantasy games? It doesn't have the same weight or drama. The question isn't "Will I have enough supplies for this adventure, and if not how I can I make do?", but "Will the entirety my 100g worth of arrows in extradimensional storage last until I retire this character, can I spend less?"

[–] Dice@ttrpg.network 2 points 1 year ago

Did you note that I included encumbrance. Magic bags are a huge problem for trivializing the concerns of your character.

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