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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="Conaill" data-source="post: 925878" data-attributes="member: 1264"><p>alsih2o, I truly appreciate how much time and effort is involved to craft something that could be considered Masterwork in the real world. And you've made some very solid arguments along those lines.</p><p></p><p>The point is... none of that really matters for this discussion! </p><p></p><p>Let's go back to crafting magic items for a moment... There's plenty of precedent from literature that crafting magical items should take weeks, months, or even years. However, WotC decided to let PCs craft magical items at a rate of 1000 gp/day. Why? Simply because they wanted it to be feasible for an adventuring PC to craft his own items. So why didn't they do something similar for the same for crafting of mundane items?</p><p></p><p></p><p>And why NOT, damnit! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> I *want* to play and adventuring alchemist. A lot of other people *want* to play PCs who also occasionally craft some items for themselves. The crafting times WotC failry arbitrarily picked just plain such for PCs. I thought 3e was all about providing players with <em>choices</em>, no? I'm pretty sure the whole ad-hoc D&D economy wouldn't come crashing down if they had decided to speed up crafting by a factor of 7 (sp/day) or 10 (gp/week).</p><p></p><p>Yeah, it might have been a little unrealistic if you know what it takes to craft something in the real world. But no worse than a hundred other issues in D&D which have been abstracted and simplified for the sake of playability!</p></blockquote><p></p>
[QUOTE="Conaill, post: 925878, member: 1264"] alsih2o, I truly appreciate how much time and effort is involved to craft something that could be considered Masterwork in the real world. And you've made some very solid arguments along those lines. The point is... none of that really matters for this discussion! Let's go back to crafting magic items for a moment... There's plenty of precedent from literature that crafting magical items should take weeks, months, or even years. However, WotC decided to let PCs craft magical items at a rate of 1000 gp/day. Why? Simply because they wanted it to be feasible for an adventuring PC to craft his own items. So why didn't they do something similar for the same for crafting of mundane items? And why NOT, damnit! :mad: I *want* to play and adventuring alchemist. A lot of other people *want* to play PCs who also occasionally craft some items for themselves. The crafting times WotC failry arbitrarily picked just plain such for PCs. I thought 3e was all about providing players with [i]choices[/i], no? I'm pretty sure the whole ad-hoc D&D economy wouldn't come crashing down if they had decided to speed up crafting by a factor of 7 (sp/day) or 10 (gp/week). Yeah, it might have been a little unrealistic if you know what it takes to craft something in the real world. But no worse than a hundred other issues in D&D which have been abstracted and simplified for the sake of playability! [/QUOTE]
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