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<blockquote data-quote="Umbran" data-source="post: 925992" data-attributes="member: 177"><p>Because, Conaill, the rulebook is of finite size, the designers only had a finite amount of time to write it, and it's gotta sell for a reasonably low price. Asking game designers to include <em>everything</em> anyone might ever want is simply unreasonable.</p><p></p><p></p><p></p><p>Oddly enough, I play an archer character who's taken bowmaking, and I find the system works just dandy for me. I'm sorry that you feel that the speeds are too slow. But, for the use I get out of it, it seems pretty well-done to me.</p><p></p><p></p><p></p><p>Here's a problem - if you make it so that such things are "playable" from a PC standpoit, then what do you do about NPCs?</p><p></p><p>Imagine that your PC can whip up a masterwork weapon in a week. That means that any craftsman can whip up such weapons in about a week. Such weapons suddenly become standard, and there's nothing "masterful" about them. </p><p></p><p>Similarly for other abilities. You want completely mundane alchemy to be able to work on par with standard Wizardly magic? Well, then, what's the point of having wizards if basic common folk can match their abilities with use of a mundane skill?</p><p></p><p>You are up against a basic design plank of D&D - it isn't a skill-based system, it's class-based. The really interesting abilities are part of a class, not a skill that could in theory be taken by virtually anyone.</p><p></p><p>So, I have two words for you - Prestige Class. If you want an adventuring alchemist whos abilities match those of a wizard, make a prestige class. Don't ask that they rewrite the entire skill system to make mundane Experts able to compete with Wizards and Sorcerers.</p></blockquote><p></p>
[QUOTE="Umbran, post: 925992, member: 177"] Because, Conaill, the rulebook is of finite size, the designers only had a finite amount of time to write it, and it's gotta sell for a reasonably low price. Asking game designers to include [i]everything[/i] anyone might ever want is simply unreasonable. Oddly enough, I play an archer character who's taken bowmaking, and I find the system works just dandy for me. I'm sorry that you feel that the speeds are too slow. But, for the use I get out of it, it seems pretty well-done to me. Here's a problem - if you make it so that such things are "playable" from a PC standpoit, then what do you do about NPCs? Imagine that your PC can whip up a masterwork weapon in a week. That means that any craftsman can whip up such weapons in about a week. Such weapons suddenly become standard, and there's nothing "masterful" about them. Similarly for other abilities. You want completely mundane alchemy to be able to work on par with standard Wizardly magic? Well, then, what's the point of having wizards if basic common folk can match their abilities with use of a mundane skill? You are up against a basic design plank of D&D - it isn't a skill-based system, it's class-based. The really interesting abilities are part of a class, not a skill that could in theory be taken by virtually anyone. So, I have two words for you - Prestige Class. If you want an adventuring alchemist whos abilities match those of a wizard, make a prestige class. Don't ask that they rewrite the entire skill system to make mundane Experts able to compete with Wizards and Sorcerers. [/QUOTE]
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