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how to make a Clothborn fullplate?
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1577163" data-attributes="member: 16936"><p>And you know, I understand why setting books say things like this, really I do.</p><p></p><p>It's just that, speaking from the perspective of a guy who's been playing an item-crafter in a Scarred Lands game, it falls apart during play. I crafted stuff that I had no intention of using for the specific purpose of selling it for lots and lots of money, just so I could use that money to buy spells, supplies, and all kinds of other stuff. Given the in-setting markup on purchasing magic items, it was like owning my own little gold mine; a few dozen xp and a few days of downtime were able to be freely exchanged for half a bank's worth of hard cash. Well, actually, a fistful of certified bank vouchers, but it's basically the same thing.</p><p></p><p>And yet somehow NPCs are supposed to remain completely ignorant of this hugely lucrative market? They're going to turn up their nose when an adventuring party with more gold than magic knocks on their door and offers them one and a half to three times the market price of an item? Hell, no. They do what any self-respecting item-crafting PC does in the same situation: they look at the huge profit margin, they look at all the good things they could be spending that money on, and they say very firmly, "Yes, I can make that item for you."</p><p></p><p>It's only when making the item is going to ding them for months and months of labor and thousands of XP that anyone really draws a line, and that's true in any setting, I think. But the standard magic-item-on-commission business is hard to abolish, no matter what the setting books say, and I can't imagine any half-bright crafter actually preferring to trade their work for a different item rather than cash on the barrelhead.</p><p></p><p>--</p><p>wizards are the most expensive class; they can always use more money</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1577163, member: 16936"] And you know, I understand why setting books say things like this, really I do. It's just that, speaking from the perspective of a guy who's been playing an item-crafter in a Scarred Lands game, it falls apart during play. I crafted stuff that I had no intention of using for the specific purpose of selling it for lots and lots of money, just so I could use that money to buy spells, supplies, and all kinds of other stuff. Given the in-setting markup on purchasing magic items, it was like owning my own little gold mine; a few dozen xp and a few days of downtime were able to be freely exchanged for half a bank's worth of hard cash. Well, actually, a fistful of certified bank vouchers, but it's basically the same thing. And yet somehow NPCs are supposed to remain completely ignorant of this hugely lucrative market? They're going to turn up their nose when an adventuring party with more gold than magic knocks on their door and offers them one and a half to three times the market price of an item? Hell, no. They do what any self-respecting item-crafting PC does in the same situation: they look at the huge profit margin, they look at all the good things they could be spending that money on, and they say very firmly, "Yes, I can make that item for you." It's only when making the item is going to ding them for months and months of labor and thousands of XP that anyone really draws a line, and that's true in any setting, I think. But the standard magic-item-on-commission business is hard to abolish, no matter what the setting books say, and I can't imagine any half-bright crafter actually preferring to trade their work for a different item rather than cash on the barrelhead. -- wizards are the most expensive class; they can always use more money ryan [/QUOTE]
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