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<blockquote data-quote="Zogg" data-source="post: 925639" data-attributes="member: 12133"><p>Fair enough, Kahuna.</p><p></p><p>All I can say is that I am currently adventuring with one such "travelling, adventuring craftsman" and it's pretty irritating. We almost never go more than a day's worth away from the capitol city of this particular region (and you can fault this in part on the DM, though she TRIES to lead further away) and we always return so he (a cleric 1/wiz 7) can identify arcane items and craft things. The last session began with him staying in town for 1 month to craft something and conclude his shopping agenda. Granted, he's always well prepared (and may have been scared in the past sessions when everyone but him ended up dead), but on the other hand his crafting is a selfish endeavor....and THAT is the problem. The craft skill is very time consuming and is a one-man show. Sure, you can craft things for your friends, but they will basically have to kill several weeks if not months in the interim. And to me, that's a story killer. Not every adventure session needs to have a sense of urgency, but if every session is a "chapter" it's nice if there's something going on so that the story vehicle is moving forward - not stalled out on the side of the road while the wizard is figuratively changing the tire. </p><p></p><p>Now, if the DM can juggle and the rogue, cleric, barbarian and monk can manage to adventure while the wizard is crafting his items in town, then cool. But I also believe in party unity which is another thing the craft skill often gets in the way of. So really I'd be cool with eliminating it altogether.</p></blockquote><p></p>
[QUOTE="Zogg, post: 925639, member: 12133"] Fair enough, Kahuna. All I can say is that I am currently adventuring with one such "travelling, adventuring craftsman" and it's pretty irritating. We almost never go more than a day's worth away from the capitol city of this particular region (and you can fault this in part on the DM, though she TRIES to lead further away) and we always return so he (a cleric 1/wiz 7) can identify arcane items and craft things. The last session began with him staying in town for 1 month to craft something and conclude his shopping agenda. Granted, he's always well prepared (and may have been scared in the past sessions when everyone but him ended up dead), but on the other hand his crafting is a selfish endeavor....and THAT is the problem. The craft skill is very time consuming and is a one-man show. Sure, you can craft things for your friends, but they will basically have to kill several weeks if not months in the interim. And to me, that's a story killer. Not every adventure session needs to have a sense of urgency, but if every session is a "chapter" it's nice if there's something going on so that the story vehicle is moving forward - not stalled out on the side of the road while the wizard is figuratively changing the tire. Now, if the DM can juggle and the rogue, cleric, barbarian and monk can manage to adventure while the wizard is crafting his items in town, then cool. But I also believe in party unity which is another thing the craft skill often gets in the way of. So really I'd be cool with eliminating it altogether. [/QUOTE]
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