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General Tabletop Discussion
*Pathfinder & Starfinder
craft as non-magic "ritual"
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<blockquote data-quote="JohnSnow" data-source="post: 4107723" data-attributes="member: 32164"><p>I agree completely. The thing that intrigues me about the notion of "rituals" is that, basically, you can have the assumption that most PCs are "handy" as a general rule. While unusual in modern society, it would be a pretty rare person in medieval times who didn't know how to maintain his own gear. The rare person like that would be a rich aristocrat, and even most of them usually knew <em>how to do it</em>, they just usually <em>didn't</em>.</p><p></p><p>"Rituals" are a good concept to model things that don't take resources other than time. I think for real crafting, it ought to be something like a task, that you can learn. There's obviously no limit to what tasks you can learn, other than their being some basic time required. If you've ever watched a Food Network show called <em>Glutton for Punishment</em>, or seen what actors do to prepare for movies, you know how quickly you can become reasonably accomplished at something, <em>assuming you work hard at it.</em></p><p></p><p>Mike Mearls had a concept in <em>Iron Heroes</em> called "Wealth Feats" to represent things that are essentially purchasable. Wealth feats are just like ordinary feats in some ways, but instead of spending character feats on them, you buy them with your coin. Mansions, followers, influence, titles...all these things depend primarily on money.</p><p></p><p>It was a neat extra use for wealth. And if the designers didn't slip it into 4E, I might add it as a houserule.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 4107723, member: 32164"] I agree completely. The thing that intrigues me about the notion of "rituals" is that, basically, you can have the assumption that most PCs are "handy" as a general rule. While unusual in modern society, it would be a pretty rare person in medieval times who didn't know how to maintain his own gear. The rare person like that would be a rich aristocrat, and even most of them usually knew [i]how to do it[/i], they just usually [i]didn't[/i]. "Rituals" are a good concept to model things that don't take resources other than time. I think for real crafting, it ought to be something like a task, that you can learn. There's obviously no limit to what tasks you can learn, other than their being some basic time required. If you've ever watched a Food Network show called [i]Glutton for Punishment[/i], or seen what actors do to prepare for movies, you know how quickly you can become reasonably accomplished at something, [i]assuming you work hard at it.[/i] Mike Mearls had a concept in [i]Iron Heroes[/i] called "Wealth Feats" to represent things that are essentially purchasable. Wealth feats are just like ordinary feats in some ways, but instead of spending character feats on them, you buy them with your coin. Mansions, followers, influence, titles...all these things depend primarily on money. It was a neat extra use for wealth. And if the designers didn't slip it into 4E, I might add it as a houserule. [/QUOTE]
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