this post was submitted on 16 Sep 2023
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[–] [email protected] 12 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.

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago) (4 children)

Personally I've never managed to make 20 attacks as an archer in one combat in 5e before, so tracking those just tends to result in a number going from 20 to 12 or whatever and then me saying "by the way I walk around the battlefield picking up my arrows"

it doesn't really add anything

[–] [email protected] 5 points 1 year ago (1 children)

What you described is barely a timer system, reset on combat end doesn't really ever matter to a game. I'm addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn't really a point if arrows aren't lost and broken.

[–] [email protected] 5 points 1 year ago* (last edited 1 year ago)

I mean sure, I've dealt with GMs saying arrows broke or were lost or whatever. Now in the next combat that number on my character sheet counts down from 17 to 10. Then next combat it goes from 15 to 9. Then I get to a town and say "ok i go buy some arrows how much does that cost" and the gm says "idk like some silver" and im like "cool" and i remove a gold piece and refill arrows

it still doesn't really add anything

this isn't because those aspects of game design are fundamentally flawed, that isn't what im saying. just that 5e doesn't really work like that. it's not a very well designed system at the end of the day

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