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<blockquote data-quote="Maerdwyn" data-source="post: 135397" data-attributes="member: 835"><p>(a few rambling ideas)</p><p></p><p>Craft skills take a LOT of time. IMC, I have a feat called "Forge Magical Weapons and Armor" which is distinct from "Craft Magical Weapons and Armor," and gives highly skilled weapon and armor smiths a way to get in on the magic item creation act without taking wizard levels. There's a smith in the party who would love some down time to work on her axe.</p><p></p><p>Winter may be a good time for a charismatic character to be sent on a diplomatic or espionage mission, especially if there is a war or some other situation that may come to a head in the spring. Planning for the spring's military campaigns may also be appropriate. </p><p></p><p>Clerics and druids can work to alleviate the problems that winter brings to local peasants by creating food, curing disease, etc., while at the same time being able to preach to captive audiences.</p><p></p><p>The default prevalence of magic in D&D makes control over the environment in a small area a feasible proposition. This makes a D&D winter potentially vastly different from a Pendragon one.</p><p>Certain building projects can continue in a D&D winter, for example, and may even benefit from the fact that there are fewer monsters prowling about. </p><p></p><p>It was stated above that Wizards are the greatest beneficiaries of the winter phase, but I think it benefits another group even more: villains. A villain who escapes from the party can use the winter to lick his wounds, make plans for his revenge using their knowledge of the party, and acquiring magic items that can exploit the party's weaknesses. Villains based underground, underwater, or on another plane, where winter's effects are less severe, benefit from the winter phase by acting normally while the rest of the world slows down.</p></blockquote><p></p>
[QUOTE="Maerdwyn, post: 135397, member: 835"] (a few rambling ideas) Craft skills take a LOT of time. IMC, I have a feat called "Forge Magical Weapons and Armor" which is distinct from "Craft Magical Weapons and Armor," and gives highly skilled weapon and armor smiths a way to get in on the magic item creation act without taking wizard levels. There's a smith in the party who would love some down time to work on her axe. Winter may be a good time for a charismatic character to be sent on a diplomatic or espionage mission, especially if there is a war or some other situation that may come to a head in the spring. Planning for the spring's military campaigns may also be appropriate. Clerics and druids can work to alleviate the problems that winter brings to local peasants by creating food, curing disease, etc., while at the same time being able to preach to captive audiences. The default prevalence of magic in D&D makes control over the environment in a small area a feasible proposition. This makes a D&D winter potentially vastly different from a Pendragon one. Certain building projects can continue in a D&D winter, for example, and may even benefit from the fact that there are fewer monsters prowling about. It was stated above that Wizards are the greatest beneficiaries of the winter phase, but I think it benefits another group even more: villains. A villain who escapes from the party can use the winter to lick his wounds, make plans for his revenge using their knowledge of the party, and acquiring magic items that can exploit the party's weaknesses. Villains based underground, underwater, or on another plane, where winter's effects are less severe, benefit from the winter phase by acting normally while the rest of the world slows down. [/QUOTE]
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