Wormwood
Adventurer
I couldn't care less about the holy bovines. Just make the game work.Optional does sound best. But will that be taking away one of the red cows. Up until this one, i didnt allow crafting in my games.
I couldn't care less about the holy bovines. Just make the game work.Optional does sound best. But will that be taking away one of the red cows. Up until this one, i didnt allow crafting in my games.
Optional does sound best. But will that be taking away one of the red cows. Up until this one, i didnt allow crafting in my games.
I've pretty much thought that most crafting systems in any dnd iteration has been a failure.
The time it takes is too cumbersome and the formulas are always a bit too much to get through.
Again, I never want my tabletop to be an MMO, but, if you are going to include crafting in an RPG, it should both be easier on the user and still contain a great deal of the complexity.
I wouldn't mind if "downtime" would become a more important part of the game system in general. It can cover crafting, training beyond "learning by doing", building your kingdom or whatever seems appropriate for a given campaign. (I am against forcing people to use downtime to improve adventuring skills or class levels. But I am not against using downtime to explain stuff like cross-classing, training skills that are not adventure-related, like languages, crafting, rituals. Even healing very serious injuries, diseases and the like)I would suggest making Crafting, effectively, a ritual.
Indeed, I would introduce a whole set of "downtime rituals" - rituals where there are no rolls involved, or DM involvement beyond saying "sure, go ahead". Basically, provided your character has the required skills at the required ranks (or equivalent), they're just a matter of gathering the required components, waiting the right amount of in-game time, and it's done.
They're things that, frankly, probably all that interesting, but they're things that players may well want their characters to do, and that they may well expect the game to cater for. By eliminating the need to roll the dice, they become something you can handle away from the table, if desired, removing any need to detract from in-game time.