Encumbrance and Inventory in TTRPGs

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  • Опубликовано: 12 дек 2024

Комментарии • 2

  • @khodexus4963
    @khodexus4963 11 месяцев назад +2

    Not every rule or mechanic needs to be fun. Some rules are there to provide structure, or restrictions in order to increase immersion, or otherwise facilitate certain ways of playing. I know some people just don't like having to bother with inventory management, but just ignoring it and letting people carry anything and everything they can imagine doesn't usually result in a positive experience either. Personally, I've always liked going with a hybrid approach, using general common sense when writing up an inventory, and then bringing in encumbrance rules only when things start to get beyond a reasonable point. If a player wants to stuff a handful of trinkets, some rations, and a few adventuring tools into a belt pouch, im not going to make them calculate exact weight and volume. But when a character is trying to carry a dozen polearms scavenged from a battlefield back to the weapon smith, then I break out the calculator and get them sorted for the trip.
    I'm also in favor of more specific containers than "bags of holding". Like a quiver that can hold scores of arrows in an extradimensional space, so long as they are functionally the same, or a chest that has a bunch of extra compartments over what the space would naturally be able to contain.
    I also like indicating retrieval time on a container's properties. A sheath hanging from a belt might only require a bonus action, for instance, while a move action might be needed to retrieve an object from a belt pouch (to use 5e terms). Thus a belt pouch would have a trait or property which read something like "Retrieval Move" or the like. Haven't nailed down the formatting on those just yet, still working on mounts and vehicles.

  • @mikithekynd
    @mikithekynd 11 месяцев назад

    I never liked the concept of Bag of Holding. A magical pouch that is a portal to another dimension, able to store infinite volumes of things, even ones bigger than the pouch's opening, and players are able to retrieve any item stored in it without rummaging through the whole storage.
    I remember in one DnD I watched the DM gave players a magical piece of cloth which, if stretched over a flat surface, would open a dimension door into a pocket dimension 3x3x3 meters big.
    That thing got used to store cargo, to store NPCs, used for interrogating an NPC (no air inside the pocket dimension), but also used for combat (stretched under the roof to drop its contents on the enemies).
    Every time those players wanted to retrieve something from The Hole, they needed to use an action, and perception roll to do so, as they were literally jumping into a pitch black magical hole. They later trapped an NPC in The Hole who retrieved items for them, essentially turning The Hole into a Bag of Holding.
    What I'm saying is you can have a Bag of Holding in your world, but if you put it apart into its constituent parts, you can still have a handy storage for your players without it being too overpowered. And you also give space for players to use it creatively, and upgrade its functionality until it's better than a classical Bag of Holding.