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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Crafting... can anyone make anything in 4E?
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<blockquote data-quote="GnomeWorks" data-source="post: 4311361" data-attributes="member: 162"><p>Mmm, arrogance. Tasty.</p><p></p><p>The game can't be all things to all people, sure. But the game can allow for a wider variety of things-to-do than it seems to support now.</p><p></p><p>4e is very much combat-centric, and it would be foolish to claim anything but that. There is nothing wrong with being upset by this, either.</p><p></p><p>There was a time when, talking about gaming, that I thought that D&D could do everything. d20 was a rather versatile system, in that regard. With 4e, that is not so much the case... and the playerbase will most likely suffer for it. I imagine that there is something along the lines of a "significant minority" that started with 3e and 3.5, and liked the versatility of it, and do not enjoy where 4e headed; some will be satisfied with where the game has gone, and others will look elsewhere.</p><p></p><p>To bring this post more to relevancy for this thread, crafting is an example of how d20 was more versatile than 4e - it had it, for starters. Claim that you can house-rule it in all you like, that isn't the point: the point is that it's not in the core system. While 3.5's crafting may have sucked, it at least gave you a starting point from which to work, if you felt that it needed improvement; you were not adding entirely new rules, but instead were building off of the framework already provided. That's an important distinction.</p><p></p><p>If the OP sticks with 4e, there are plenty of good recommendations in this thread. Skill challenges - modified so that they actually function - may be the best bet, and perhaps would provide enough of a focus on the crafting to make it feel like an integral part of the campaign. I would argue that skill challenges may make it feel even more integral, what with the skill challenges being more engaging and such; you don't get that feeling from a single skill check, or even from a set of skill checks made in a row.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4311361, member: 162"] Mmm, arrogance. Tasty. The game can't be all things to all people, sure. But the game can allow for a wider variety of things-to-do than it seems to support now. 4e is very much combat-centric, and it would be foolish to claim anything but that. There is nothing wrong with being upset by this, either. There was a time when, talking about gaming, that I thought that D&D could do everything. d20 was a rather versatile system, in that regard. With 4e, that is not so much the case... and the playerbase will most likely suffer for it. I imagine that there is something along the lines of a "significant minority" that started with 3e and 3.5, and liked the versatility of it, and do not enjoy where 4e headed; some will be satisfied with where the game has gone, and others will look elsewhere. To bring this post more to relevancy for this thread, crafting is an example of how d20 was more versatile than 4e - it had it, for starters. Claim that you can house-rule it in all you like, that isn't the point: the point is that it's not in the core system. While 3.5's crafting may have sucked, it at least gave you a starting point from which to work, if you felt that it needed improvement; you were not adding entirely new rules, but instead were building off of the framework already provided. That's an important distinction. If the OP sticks with 4e, there are plenty of good recommendations in this thread. Skill challenges - modified so that they actually function - may be the best bet, and perhaps would provide enough of a focus on the crafting to make it feel like an integral part of the campaign. I would argue that skill challenges may make it feel even more integral, what with the skill challenges being more engaging and such; you don't get that feeling from a single skill check, or even from a set of skill checks made in a row. [/QUOTE]
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