Committed Hero
Adventurer
Good to know.
I don't think you know much about how people lived in the medieval era. Peasants did not know how to hunt because hunting by peasants was largely illegal. Nor did they live off the land. Rather, they toiled in fields from dawn until.dusk. some may have fished but the aristocrats controlled as much waterways as they did forests.And most of them are the same skills that a person in 1300 ish would have had: hunting, fishing, and general survival off the land.
The handwaving prevents skilled play, and also complex play. If the characters just always have whatever items they need and are always experts, then this takes the whole Exploration Teir of play to just about Zero. A big part of exploration is survival. Without it, your just on a Disney Tour.Right. And not having any of them prevents using them to start a fire. If you handwave gear, in most non-absurd example, then you're always going to have something to start the fire. That's the point. That explicitly prevents skilled play. Skilled play is not "we get to do the thing regardless but get to describe it happening in different ways based on what we wrote down." Skilled play is thinking ahead and spending limited resources (gold, carrying capacity, etc) to decide what you have ahead of time, then having to improvise in the moment with what's already on your sheet. Having a "anything you need" set of ambiguous gear short circuits that.
Anything gear really only has one big thing going for it: It allows games to skip over everything to get to combat quicker. So the characters start the day----SKIP----oh look a monster to fight.Yes, exactly. Ambiguous "have anything you need" items in your equipment explicitly prevent that. The players don't need to check their gear, come up with a creative solution, and try to solve the problem when they can just point to an "anything gear" button on the character sheet. Unless, of course, you as the referee go wildly out of your way to orchestrate bizarre scenarios where they have no relevant equipment at all. Far, far easier to simply have the players track their actual gear and learn to use it creatively.
My favorite part about this in most games is the cherry picking. The DM and players will randomly decide what is "cool" and what you can randomly say a character packed. A potion of healing? A potion of life? Oh, no...you can't have a character remember to pack those. Oh, but a crowbar or a saw....oh, sure every character remembers to pack those. Of course they only "remember" that they packed them when they suddenly need them. And if they might have a need for them, you think they might have packed them.Because I am explicitly not talking about things on the sheet. I am talking about plans, strategies and operations. I am talking about the GM dinging you because you did not say you were packing wagon wheel repair kits because you assumed it and the GM expected you to write it down.
As I've said before, a big part of many Old School gaming is pages of equipment. The characters start off with a bunch of stuff they got in town, but then as the adventure rolls on, each character picks up items. Characters are always looking for items that they might be able to use. And the DM, by carefully detailing most places, will give the character's lots of chances to use all that equipment. MacGuyvering was very common.In the sense of leveraging the environment and the equipment the PCs happen to be carrying. It’s a cornerstone of skilled play and old-school gaming.
It already is.Not allowing a PC to have unwritten expertise would make it nigh impossible to play a character with high mental ability scores.
Sure I do, I'm a Historian. But anyway....I don't think you know much about how people lived in the medieval era. Peasants did not know how to hunt because hunting by peasants was largely illegal. Nor did they live off the land. Rather, they toiled in fields from dawn until.dusk. some may have fished but the aristocrats controlled as much waterways as they did forests.
Only in some places. The world is a big place.My point is "people in 1300" were not these badass survivalists. They were oppressed, illiterate peasants whose lives were centered around and usually locked to the lord's fields.
I don't do "gotcha" gaming as DM or as a player. It depends on how stupid the PLAYER is being as to how much rope I'll just keep giving them to hang their PC's by. It's a fantasy world that the PC's live in and I'll be fairly generous with what the PC's might know (or at least suspect) while studiously avoiding making knowledge a detailed MECHANIC within the game, but only while their players aren't being abusive of my generosity. We'll ultimately play the game that the players want to play. Now whether that's a game that they CLAIM to want, or the game that their behavior insists is ACTUALLY what they want is up to them. One of them will surely be more fun and rewarding than the other. When the players start trying to tell ME what details of the fantasy world their players know and don't know (funny how it's really NEVER what they don't know...) then they'll learn which game they selected for play.What's your take? Do you expect the GM to inform the player when they are making a bad plan that differs from what the GM expects the PC to know? Or should the GM adjust to fit what the player believes their character should know to be a solid plan?
You specifically said "the D&D era of 1300", which makes the above quite the backpedal.And the average person living in the America's in 1300 sure knew how to hunt and fish. And the same is true in a lot of places world wide in 1300. Really, nearly everyone before the 20th century had to know basic survival....just to live. Sure there where lazy aristocrats, drone peasants and clueless people....but everyone else had to know how to survive.
Only in some places. The world is a big place.
As the typical Western European Dark Ages does not make for a great setting for adventure....you can see why games like D&D go for more a 17th century America setting.
Well, the "era" of D&D has always been wacky. The full plate mail, heavy crossbow and galleon put the time at more 16th century....but no guns.You specifically said "the D&D era of 1300", which makes the above quite the backpedal.
True. Like I said, country folk have a big leg up here as they have lots of piratical skills that can translate into the game.In any case, O don't think talking about historical survivalist skills is much use in regards to D&D since there has never been any era like D&D in human history, anywhere.
As a GM, I try to warn players when they are doing something I think the character would know not to do. I've had few complaints about that from players.What's your take? Do you expect the GM to inform the player when they are making a bad plan that differs from what the GM expects the PC to know? Or should the GM adjust to fit what the player believes their character should know to be a solid plan?
Where you able to do that on your first day? Or did it take a lot of training and practice to be able to do it? The vast majority of PCs are not trained that way.Sure. Stuff happens. I am talking more about something like "You just walked 12 miles carrying full gear in the summer heat. You need to rest 8 hours before you can dig in."
No, no I do not.
We don't have a good sense of what 1st level characters are supposed to be able to do, in any edition. People talk about the "off the farm" trope but no edition has really had characters start as the equivalent of untrained peasants. 5E characters in particular are very competent in the beginning, so it's hard to say.Where you able to do that on your first day? Or did it take a lot of training and practice to be able to do it? The vast majority of PCs are not trained that way.