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Crafting Items - Expert Craftsman vs Adventurers
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<blockquote data-quote="The Crimson Binome" data-source="post: 7601853" data-attributes="member: 6775031"><p>Not our real world, but <em>a</em> believable world. A place where meaningful things <em>could</em> really happen. Not just a story, where anything happens because the writer doesn't care. An internally-consistent world, where things happen according to natural law.</p><p>If the rules only apply to PCs, then we have <em>far</em> worse problems than unintuitive success probabilities. If that were really the case, then not only do weird things happen around PCs, but we have <em>absolutely no idea</em> what the rules covering NPCs even look like. I have a thousand pages of rules, and nothing in there can help me figure out whether the smith can make a sword. What a waste of space that would be! It makes GURPS look efficient, by comparison.</p><p></p><p>Fortunately, there's nothing in any of the books to suggest that rules operate differently for NPCs. We may not know what the smith's bonus is, but we know they make their rolls the same as anyone else. (In fact, the rules for making an NPC even refer to the PC rules as one option.) </p><p>D&D does not run on narrativium. Drama is irrelevant. This isn't Discworld. This isn't even Savage Worlds. This is supposed to be a real RPG, not a story-telling game.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7601853, member: 6775031"] Not our real world, but [I]a[/I] believable world. A place where meaningful things [I]could[/I] really happen. Not just a story, where anything happens because the writer doesn't care. An internally-consistent world, where things happen according to natural law. If the rules only apply to PCs, then we have [I]far[/I] worse problems than unintuitive success probabilities. If that were really the case, then not only do weird things happen around PCs, but we have [I]absolutely no idea[/I] what the rules covering NPCs even look like. I have a thousand pages of rules, and nothing in there can help me figure out whether the smith can make a sword. What a waste of space that would be! It makes GURPS look efficient, by comparison. Fortunately, there's nothing in any of the books to suggest that rules operate differently for NPCs. We may not know what the smith's bonus is, but we know they make their rolls the same as anyone else. (In fact, the rules for making an NPC even refer to the PC rules as one option.) D&D does not run on narrativium. Drama is irrelevant. This isn't Discworld. This isn't even Savage Worlds. This is supposed to be a real RPG, not a story-telling game. [/QUOTE]
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