GnomeWorks said:Rod of seven parts just doesn't go together, you have to weld it together.
Which is done via cutscene. Wasn't that simple?
GnomeWorks said:Rod of seven parts just doesn't go together, you have to weld it together.
hong said:Give it 6 months.
Okay, now this is getting funny.
... but free expression of opinion has never been about such minor details.
But I like whinging people!
med stud said:Smithing a sword of legend can be nice, but then it will happen off screen or as a dramatic passage. Rolling five Craft-rolls in a row is out. Getting the materials? That's OK, it's standard adventuring-stuff. The smithing itself? Off screen.
If the PCs want to build a catapult it comes down to a skill challenge. Military tactics and stuff, in the case they came up, would be a matter of untrained skill checks. This is so that any PC could bring up a bunch of armed men and lead them to battle without the player going "but I don't have the skills for this!" Same thing with building defenses, if the players have good ideas, let them go at it. Maybe a warlord would be automatically considered trained in those cases.
GnomeWorks said:...what, are you new around here? My sig hasn't significantly changed in ages, hong. Get with the times.
Hell, I still reference garyh. I mean, come on.
...aha, Australian.
What constitutes a "minor detail" is a matter of perception and personal preference.
Then go find one.
Toras said:The problem with having the smithing happen off screen is the assumption that you forged the sword perfectly.
hong said:What's wrong with that?
Toras said:Because sometimes its much more interesting if you don't get everything quite right. A minor curse, a flaw to be exploited, perhaps the power of the sword is greater but caries dire consequences.
Toras said:Only if the flaw would prevent the sword from serving its originial purpose. Say it has a flaw, a minute physical one. Having the sword that is supposed to vanquish the demon lord shatter during the climatic battle might indeed seem like an anticlimax. But if it the fighter is then driven to his knees by the crushing blows of the lord, who loudly gloats about how that last hope is gone.
The fighter is wounded, unarmed, but gathers up the remains of his strength and picks up the broken piece of the sword, and in an act of grand heroism and unending defiance of fate, he thrusts the shard of metal in the creatures black heart as he rises to his feet. Batter, but unbowed.
It isn't anti-climax...its is a crescendo. A victory made all the sweeter for the difficulty.
Why would you like to avoid it? What benefit do we gain by having a complex set of rules for crafting? Or were you referring to the part where the check would never come up in game?GnomeWorks said:That's the sort of situation I want to avoid, though: if you don't want to deal with it, then - at least in D&D - you shouldn't have to.
No, I believe that limitations actually end up helping. Left to their own devices players will do all sorts of stupid things. You can guide them to better choices while making them think it was their choice all along.GnomeWorks said:...and yet you have no issue with classes being shoehorned into one of four roles. Ahuh.
Sure...there are. However, I can see a time when I might need those monsters. Plus, one of the stated goals of the new monster manual WAS to get rid of a lot of the monsters no one had need of and to change the background of monsters so they were more useful as enemies and more likely to appear in adventures.GnomeWorks said:Bad examples, then. I'm sure you can think of at least a few monsters which you haven't used.
They can. But I don't want them to. And my players don't want them to either. The last time I started a discussion between an NPC and them about what type of enemies they might encounter on the road, one of them interrupted me and said "Don't worry about it...you are paying us? Right, we'll be leaving now to go slay the people who kidnapped your daughter."GnomeWorks said:The PCs don't have to be all heroic, all the time. They can do other things, you know.
When you'd need to climb a tree.GnomeWorks said:...I'll be honest, I don't even remember what the point of what you're responding to was.
Well, it's one shtick, but its different every time. One week you're crawling through the Underdark on your hands and knees fighting off Mind Flayers who are trying to mind control you. The next you are digging through the ruins of an ancient city while being attacked by ghosts who are draining your soul.GnomeWorks said:One-dimensional characters, who have but one shtick? Are you sure you don't want to be playing Gauntlet?
Every time the game concentrates on something that only involves 1 or 2 members of the group it is bad for everyone else. You want everyone to be involved. That's the idea of skill challenges, to remove the "I wait until the one guy who actually has the skill finishes and then go back to playing the game" factor.GnomeWorks said:I don't think it would have to be that way.
Nope. I don't think it was any of those things.GnomeWorks said:And reforging Narsil wasn't a heroic, exciting, dramatic, prestigious, and so on, thing? Or could have been made that way, at least?