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<blockquote data-quote="Ferghis" data-source="post: 6041863" data-attributes="member: 40483"><p>I hope characters don't get into magic-item crafting in the next edition. It only makes sense if you can't build the character you want without a certain magic item, and I hope we move away from builds that require a certain item. I am not opposed to them in 4e, but there is an awkwarness in a game system where magic items are supposed to be mysterious (and rare or unique) and a player asks the DM if s/he can go for a build that is based on a particular item, in other words asking for the item (whether crafted or found). "You find that shield Bob wanted in the hoard" is rather anticlimactic, even if it becomes "You find the things you need to make that shield Bob wanted in the hoard."</p><p></p><p>I think the second mode would be better implemented by a GURPS style rule: if you have the resources to use your professional skill, you can earn a certain income per month related to your skill. Otherwise it seems that it would get too fiddly to quantify how much iron ore you have available, and how much it costs and how much time it takes to make each dagger. I know minecraft and skyrim allow this kind of game, and as much as I enjoyed the former, this particular part of the game left me bored. I had to spam daggers to become good with the skill and make myself a good set of armor. It's not just that it was unrealistic. It's that it was boring, at least for me.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6041863, member: 40483"] I hope characters don't get into magic-item crafting in the next edition. It only makes sense if you can't build the character you want without a certain magic item, and I hope we move away from builds that require a certain item. I am not opposed to them in 4e, but there is an awkwarness in a game system where magic items are supposed to be mysterious (and rare or unique) and a player asks the DM if s/he can go for a build that is based on a particular item, in other words asking for the item (whether crafted or found). "You find that shield Bob wanted in the hoard" is rather anticlimactic, even if it becomes "You find the things you need to make that shield Bob wanted in the hoard." I think the second mode would be better implemented by a GURPS style rule: if you have the resources to use your professional skill, you can earn a certain income per month related to your skill. Otherwise it seems that it would get too fiddly to quantify how much iron ore you have available, and how much it costs and how much time it takes to make each dagger. I know minecraft and skyrim allow this kind of game, and as much as I enjoyed the former, this particular part of the game left me bored. I had to spam daggers to become good with the skill and make myself a good set of armor. It's not just that it was unrealistic. It's that it was boring, at least for me. [/QUOTE]
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