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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What's Your Unofficial Errata?
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<blockquote data-quote="lichmaster" data-source="post: 9113394" data-attributes="member: 6683330"><p>There are different aspects of this problem.</p><p></p><p>Crafting as presented makes sense in a sandbox style campaign, where the players may even decide the challenge they want to face, and equipping themselves properly can be an integral, fun and rewarding part of the game. Crafting and strongholds also work wonderfully as gold sinks, and as long as you can create the appropriate time pressure with external events and are willing to accept that important encounters can become easier because of their planning, the game will be fine, even great.</p><p>This also requires you to accept that part of the power growth of the characters is decided by themselves, in part, as they can decide to invest their hard earned money, which is one of the best and most rewarding signs of players' investment in the game.</p><p>In this kinds of game, depending on the setting and of course on everyone's preferences, it can make sense to show the PCs the "menu" of options of stuff that can be crafted, including material components. If done organically, this can help shaping up the economy of the world and make it feel more organic, and can of course propel characters to explore other areas of the world.</p><p></p><p>Story driven games, especially those coming from published modules, tend to have much stricter deadlines, worldbuilding, logic etc. They may not be "railroady" but for sure they are not conceived as sandboxes. </p><p>In these kind of games, finding or crafting the X magic item is part of the quest as written, maybe even a task given them by some NPC. There is a predicted power level that of course you as a DM can alter, but it can be progressively more laborious to do since you'll have to scale up everything. You can't just let them "win" easily with the right preparation, because it's not a sandbox adventure, here defeating the BBEG (or whatever other task is the conclusion of the main story) is everything and shouldn't be something that characters can accomplish by buying and manufacturing the right stuff.</p></blockquote><p></p>
[QUOTE="lichmaster, post: 9113394, member: 6683330"] There are different aspects of this problem. Crafting as presented makes sense in a sandbox style campaign, where the players may even decide the challenge they want to face, and equipping themselves properly can be an integral, fun and rewarding part of the game. Crafting and strongholds also work wonderfully as gold sinks, and as long as you can create the appropriate time pressure with external events and are willing to accept that important encounters can become easier because of their planning, the game will be fine, even great. This also requires you to accept that part of the power growth of the characters is decided by themselves, in part, as they can decide to invest their hard earned money, which is one of the best and most rewarding signs of players' investment in the game. In this kinds of game, depending on the setting and of course on everyone's preferences, it can make sense to show the PCs the "menu" of options of stuff that can be crafted, including material components. If done organically, this can help shaping up the economy of the world and make it feel more organic, and can of course propel characters to explore other areas of the world. Story driven games, especially those coming from published modules, tend to have much stricter deadlines, worldbuilding, logic etc. They may not be "railroady" but for sure they are not conceived as sandboxes. In these kind of games, finding or crafting the X magic item is part of the quest as written, maybe even a task given them by some NPC. There is a predicted power level that of course you as a DM can alter, but it can be progressively more laborious to do since you'll have to scale up everything. You can't just let them "win" easily with the right preparation, because it's not a sandbox adventure, here defeating the BBEG (or whatever other task is the conclusion of the main story) is everything and shouldn't be something that characters can accomplish by buying and manufacturing the right stuff. [/QUOTE]
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