Making the Game Your Own |
Making the Game Your Own |
Under the basic rules, there's a very simple system to track how much players can carry, and it's designed so that players basically don't have to worry about it. So in my game, any treasure or items the players reasonably pick up, they can carry around with them. There's a more complicated variant rule where a player who carries too much becomes encumbered (meaning their speed is lowered or worse). But unless you're going with a realistic, survival game, I can't imagine any reason to use encumbrance.
There's also a specific rule about the number of magic items a player can have: the attunement rule. Most high value magic items require a player to attune to them in order to use them, which means the player has to spend a short rest "attuning" to the item. The limiting factor here is that players can only be attuned to 3 items at a time. In hindsight, it's a very good rule. It's a rule I wish I'd used in my games and did not. At the the time, I thought it was too confusing to explain (unclear why I thought my players would be confused by a 3 magic item limit), so I just handed out big magic items all the time. This ended poorly. Not only did each player have more than three fairly powerful magic items, they also had powerful consumables that they just refused to consume. My players had so many items, both magic and consumable, that they never used because they never even remembered they had them. And at some point it became silly to imagine my players walking around just loaded down with stuff. I needed a solution. And the solution I decided on was visual backpacks.
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