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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: 4315564" data-attributes="member: 162"><p>Numerous other things were lost, as well. Forgery, disguise, etc.</p><p></p><p></p><p></p><p>...which is a rather time-consuming and difficult process.</p><p></p><p>From where I'm standing, 4e was already on shaky ground. When it became apparent that numerous things were going to need to be houseruled in is when I said: screw this, I'm writing my own system.</p><p></p><p></p><p></p><p>Is it for combat?</p><p></p><p>If combat : your game :: crafting : my game, then wouldn't it make sense that the mechanics of crafting in my game should be at least as mechanically-detailed as combat in yours? I'm not saying they need to be identical, but the level of complexity, detail, and options should be similar.</p><p></p><p></p><p></p><p><em>I</em> did not say that.</p><p></p><p>And fair enough. Perhaps I read too much into it. My apologies.</p><p></p><p></p><p></p><p>Crafting != RP.</p><p></p><p>Perhaps you view crafting as a "do it, whatever, move on," sort of thing, but it may play more of a role than that in other games. There is nothing wrong with the idea of a game in which your ability to craft and maintain equipment is just as important as your ability to use it, at which point crafting rules should move from a "background skill, do whatever with it" to a more involved system.</p><p></p><p></p><p></p><p>Your analogy is off-base, but at this point, I don't see a point in further arguing with you.</p><p></p><p>We disagree. You see feature, I see fault. Let's leave it at that.</p><p></p><p></p><p></p><p>I think you're missing the point.</p><p></p><p>If you want more involved crafting rules in a system, it is generally not so that players can avoid the costs of items.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4315564, member: 162"] Numerous other things were lost, as well. Forgery, disguise, etc. ...which is a rather time-consuming and difficult process. From where I'm standing, 4e was already on shaky ground. When it became apparent that numerous things were going to need to be houseruled in is when I said: screw this, I'm writing my own system. Is it for combat? If combat : your game :: crafting : my game, then wouldn't it make sense that the mechanics of crafting in my game should be at least as mechanically-detailed as combat in yours? I'm not saying they need to be identical, but the level of complexity, detail, and options should be similar. [i]I[/i] did not say that. And fair enough. Perhaps I read too much into it. My apologies. Crafting != RP. Perhaps you view crafting as a "do it, whatever, move on," sort of thing, but it may play more of a role than that in other games. There is nothing wrong with the idea of a game in which your ability to craft and maintain equipment is just as important as your ability to use it, at which point crafting rules should move from a "background skill, do whatever with it" to a more involved system. Your analogy is off-base, but at this point, I don't see a point in further arguing with you. We disagree. You see feature, I see fault. Let's leave it at that. I think you're missing the point. If you want more involved crafting rules in a system, it is generally not so that players can avoid the costs of items. [/QUOTE]
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Crafting... can anyone make anything in 4E?
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