MythosRattus
If it's so rudimentary, then it won't be a problem to have it noted, for your own benefit if not the DM's so you can keep track of what you have. Sorry, I just don't happen to agree with "yeah, whatever" gameplay in D&D, I think it's lazy and childish; that's what rules-free RPs are for.
The Standard Adventurer's Kit (and the more specialised versions, such as the component pouch) are there to eliminate the biggest source of micromanagement.
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If I'm DMing, I assume very little. I'll assume that a practiced archer has a basic idea how to craft arrows and not bother with keeping exact track of ammo.
Unlike a spare tool-knife, what you are assuming in "archers can make arrows and not bother to track ammo" falls under two separate game mechanics: skills and combat. Skills, because you are attaching free Craft (Fletcher) to Weapon Focus (bow or crossbow,) in effect. Combat, because ammo limits are the tradeoff for the "safety" of ranged combat.
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I'll assume a well-studied wizard can figure out how to create a particularly useful spell that isn't exactly on the spell list if he has enough time. But gear magically appearing from the mists of convenience is just a bit beyond the spectrum of plausibility. I don't do Rule Of Poof gameplay, it takes a good half of the challenge out of it.
A spare tool-knife might cost a gold or two (a weapon dagger = 2 gold.) By assuming that a mage can do spell research just for time, you are saving the mage what could be
thousands of gold every time.
I don't have my 2e or 3e books with me; but I do have the 1e DMG in front of me. Ignoring the costs of
existing in 1e, you're looking at:
- Weekly cost of 200 per spell level if you have a lab and library, 2k per spell level, + (1d4 x 100.)
- The DM has no involvement in writing up the spell or telling the player the decision.
- The player therefore has to
guess what the spell level is, and spend enough per week.
Thus, a 10th level mage researching a 5th level spell is spending either 1100-1400 or 10100-10400 per week, with no possiblity of success for the first 5 weeks, and all of the time spent is basically absolute downtime.
And this is on top of the roughly 150k the mage has already
spent on level training, a game mechanic that was not considered optional in 1e. (The key instructions about it, unlike most, were emphasised with all caps. Not even the admonition against non-standard player characters earned all caps.)