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General Tabletop Discussion
*Dungeons & Dragons
Crafting Magical Items vs Regular
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<blockquote data-quote="TwoSix" data-source="post: 6470223" data-attributes="member: 205"><p>I think the long timeframe for crafting and other downtime activities has some nice knockoff benefits.</p><p></p><p>1) It encourages roleplay with the community. You could take 20 days to craft poison yourself, or you can have a chat with the local thieves' guild, or local herbalist and get them to give you a hand. Or better yet, do both, and have even more poison.</p><p></p><p>2) It encourages dialogue with the DM to explore your options. Want to craft a suit of magic armor that takes 200 days? Work with your DM to recruit the local blacksmith and his apprentices to help. Make a quick trip to the dwarven mine to find some high quality ore that only takes half the time to work with. Maybe the essence of the tainted earth elemental that haunts the local woods can count as 1000g towards the total creation cost. And so on and so on.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6470223, member: 205"] I think the long timeframe for crafting and other downtime activities has some nice knockoff benefits. 1) It encourages roleplay with the community. You could take 20 days to craft poison yourself, or you can have a chat with the local thieves' guild, or local herbalist and get them to give you a hand. Or better yet, do both, and have even more poison. 2) It encourages dialogue with the DM to explore your options. Want to craft a suit of magic armor that takes 200 days? Work with your DM to recruit the local blacksmith and his apprentices to help. Make a quick trip to the dwarven mine to find some high quality ore that only takes half the time to work with. Maybe the essence of the tainted earth elemental that haunts the local woods can count as 1000g towards the total creation cost. And so on and so on. [/QUOTE]
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Community
General Tabletop Discussion
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Crafting Magical Items vs Regular
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