• booty [he/him]
    ·
    edit-2
    1 year ago

    Fabula Ultima, a silly JRPG inspired system, has this codified in the rules. You've got "inventory points" and then you spend those on potions. Want a health potion? Sure, you spend 3 inventory points. You bought it last time you were in town cause you knew it would come in handy. Next time you're in town you spend some money to replenish your inventory points and now your inventory is back in the quantum superposition of health potions, mana potions, etc.

    Other miscellaneous adventuring gear is handled by your character's concept. If your character concept includes that you're a thief you have lockpicks when you need them, end of story. The thief doesn't forget her lockpicks.

    Having played a little of both styles, I can't imagine what makes people think extremely crunchy systems are in any way better or more fun than abstract systems. Abstraction is just so much more fun, cooler, and smoother at every single step of the way.