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<blockquote data-quote="Greenfield" data-source="post: 6307004" data-attributes="member: 6669384"><p>Agreed, the NPC rules, or lack thereof, can be an obstacle.</p><p></p><p>As for the item crafting rules... They are what they are, and if you're trying to set up this retirement plan that depends on crafting then you're kind of stuck with them.</p><p></p><p>My problem with the "just spend the time and money" approach used in Pathfinder and 4e is that in the long run the world would have permanent magic weapons and items coming out its ears. Permanent items are, by definition, permanent. And nobody would willingly destroy such things, they're too valuable.</p><p></p><p>Now I could see modifying the rules so that consumables like Potions, Scrolls, Oils etc didn't cost Exp, but permanent items need some limiting factor.</p><p></p><p>As I've said, I find the EXP cost a useful tool in managing the game world. It sets a limit on magical production, a forced pacing if you will, that gives the DM plot hooks and a bit of in-game leverage.</p><p></p><p>You want custom made items? You need to be in good standing with the Powers that Be, or the crafts people will never have time for your project. You want something special? You need to trade a favor for a favor.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6307004, member: 6669384"] Agreed, the NPC rules, or lack thereof, can be an obstacle. As for the item crafting rules... They are what they are, and if you're trying to set up this retirement plan that depends on crafting then you're kind of stuck with them. My problem with the "just spend the time and money" approach used in Pathfinder and 4e is that in the long run the world would have permanent magic weapons and items coming out its ears. Permanent items are, by definition, permanent. And nobody would willingly destroy such things, they're too valuable. Now I could see modifying the rules so that consumables like Potions, Scrolls, Oils etc didn't cost Exp, but permanent items need some limiting factor. As I've said, I find the EXP cost a useful tool in managing the game world. It sets a limit on magical production, a forced pacing if you will, that gives the DM plot hooks and a bit of in-game leverage. You want custom made items? You need to be in good standing with the Powers that Be, or the crafts people will never have time for your project. You want something special? You need to trade a favor for a favor. [/QUOTE]
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