QUOTE (Kagetenshi @ Apr 4 2014, 06:17 AM)

Actually, that's an excellent choice of examples to get at what I think is an important distinction. Tracking magazines can be important for extended periods without downtime where characters may be carrying loose ammunition, but forgetting to purchase/bring any magazines at all is clearly player/character mismatch—barring pathological cases like toting around half a dozen different magazine-using weapons, or maybe a character who is supposed to be completely new to 'running, it's simply not a mistake the character would ever make. In that case, handwaving it is totally appropriate (again, excepting pathological cases like taking the 500¥ option and genuinely having to replace something important to fit magazine cost in).
The grappling hook is a different story. Again, it depends somewhat on the character, but in general there are many uses for 50' of rope that don't require a grappling hook—I don't think it can be clearly said that forgetting to bring one is something a character would almost certainly not do. Of course, different groups have different expectations as to how much planning and conscientiousness will be required, but I don't think it's generally unreasonable to require a player to have specifically decided to bring along the grappling hook. In particular, I think it's fully reasonable to expect a player to only have to get bailed out by handwaving once (at least for a conceptual category of gear)—the first time a player forgets a grappling hook may be handwave territory, but the next time is much harder to justify.
~J
I disagree with the second case. If a player bought rope, crampons, and pitons, but forgot to buy a grappling hook, I can't see how being a stickler about the gear list is helpful. Handwaving it, along with most unimportant gear, is for me, the easiest and fairest way of doing things. For the most part, that's all a grappling hook is: it's a plot device, so the PC's can scale that wall. By itself, it's not important, it's just part of a puzzle to get inside the castle. I don't like heavy accounting, and I really don't like my narrative stopping because the players forgot something, so I find handwaving the small stuff to be for the best.
Here's another example: in one game, our mercenary group finds ourselves in a dungeon crawl. We reach the lower levels, only to discover that no one had thought to bring torches, or any other light source. The entire adventure ground to a halt, and the party was about the retreat, when my half-ork berserker came up with a solution. Granted, the character only *plays* dumb, but still, it was the team brute who McGyvered a torch out of things we had on hand.
Anyway, the point is that it makes for a better story if you're not super-strict about gear, particularly insignificant gear. If it comes to a choice between giving the players a mildly significant item (like a light source) and having the entire story come to a complete stop, I prefer to handwave the light source. I find that, for me, only accounting for significant gear makes my job much easier; there's less math and accounting to deal with.