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<blockquote data-quote="erf_beto" data-source="post: 3371447" data-attributes="member: 47533"><p>About carpentry (or anything else) going up, you ''''assume'''' that the character takes some time off and (almost magically) returns with new knowledge or power, wich is not a material good (you can put a 'scroll of fireball' in your pocket but not the 'ability to cast 3rd level spells'). You go in empty-handed and 'what happens in Vegas, stays in Vegas', as the saying goes, so you don't have to care about how the knowledge comes to the character. But I get your point, it's irrational to upgrade something you have never tried to do before. As a matter of fact, leveling up in DnD is a preety weird thing (saves, hit points, skills, feats, all going up at the same time?!?), but that's a discussion far beyond the scope of this thread anyway.</p><p></p><p>We are talking about vanishing gold and other expansive itens, so rationale should be mandatory, IMO. A week for each 1000 gp seems ok, really, but I'd say that you also need someone to take the gold - unless you want people making offerings to the gods and burying money in desert islands... (maybe this is why we find money laying around on most eletronic games <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) Perhaps they can do this only in a town with reasonable resources, as the DM sees fit. As an option, allowing caster types to 'absorb' the powers of magic itens or ancient relics, draining them into XP on a very long ritual, instead of selling, sounds cool enough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Either way, i like this idea. It's worth considering it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="erf_beto, post: 3371447, member: 47533"] About carpentry (or anything else) going up, you ''''assume'''' that the character takes some time off and (almost magically) returns with new knowledge or power, wich is not a material good (you can put a 'scroll of fireball' in your pocket but not the 'ability to cast 3rd level spells'). You go in empty-handed and 'what happens in Vegas, stays in Vegas', as the saying goes, so you don't have to care about how the knowledge comes to the character. But I get your point, it's irrational to upgrade something you have never tried to do before. As a matter of fact, leveling up in DnD is a preety weird thing (saves, hit points, skills, feats, all going up at the same time?!?), but that's a discussion far beyond the scope of this thread anyway. We are talking about vanishing gold and other expansive itens, so rationale should be mandatory, IMO. A week for each 1000 gp seems ok, really, but I'd say that you also need someone to take the gold - unless you want people making offerings to the gods and burying money in desert islands... (maybe this is why we find money laying around on most eletronic games :p) Perhaps they can do this only in a town with reasonable resources, as the DM sees fit. As an option, allowing caster types to 'absorb' the powers of magic itens or ancient relics, draining them into XP on a very long ritual, instead of selling, sounds cool enough ;) Either way, i like this idea. It's worth considering it :) [/QUOTE]
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