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<blockquote data-quote="Hella_Tellah" data-source="post: 4125751" data-attributes="member: 52669"><p>Well, if you want a game that has rules that determine how long it takes a crew of armorers to equip an army, play a game that has rules for it. 3rd edition sort of does, if you want to roll 100d20 and add up numbers, but I'd say that most DMs would just wing it, anyway.</p><p></p><p>You write as though your game needs an entire subsystem for these things, and maybe your game does. Mine doesn't, though, and I'd wager that most games don't. For me, I'm satisfied with having a player roll a Dexterity check to repair a clock, perhaps with modifiers for special tools or a convincingly relevant back story. That kind of on-the-fly ruling doesn't require a whole lot of work on my part, but I don't need a system that has me rolling d20+modifier each day to determine progress in silver pieces. Maybe you do, though, and maybe D&D 4th Edition just isn't the game for you.</p><p></p><p>Look at it another way: a small number of players wants rules for pregnancy, sexually transmitted infections, foreplay, and inter-species breeding. Another group wants rules for playing as gods, angels, and demons. Yet another wants rules for managing a financial enterprise in a coastal trading port. How many of these subsystems deserve a place in the core rulebook? To me, rules to govern mundane crafting are just as unnecessary as rules for piloting a magical spaceship through the Astral Sea at relativistic speeds. And yet somewhere out there is a die-hard Spelljammer fan who will see red when 4th Edition lacks rules for doing so.</p><p></p><p>The core books should have just enough rules for doing what D&D does best: swords and sorcery. Leave the rest to supplementary material.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 4125751, member: 52669"] Well, if you want a game that has rules that determine how long it takes a crew of armorers to equip an army, play a game that has rules for it. 3rd edition sort of does, if you want to roll 100d20 and add up numbers, but I'd say that most DMs would just wing it, anyway. You write as though your game needs an entire subsystem for these things, and maybe your game does. Mine doesn't, though, and I'd wager that most games don't. For me, I'm satisfied with having a player roll a Dexterity check to repair a clock, perhaps with modifiers for special tools or a convincingly relevant back story. That kind of on-the-fly ruling doesn't require a whole lot of work on my part, but I don't need a system that has me rolling d20+modifier each day to determine progress in silver pieces. Maybe you do, though, and maybe D&D 4th Edition just isn't the game for you. Look at it another way: a small number of players wants rules for pregnancy, sexually transmitted infections, foreplay, and inter-species breeding. Another group wants rules for playing as gods, angels, and demons. Yet another wants rules for managing a financial enterprise in a coastal trading port. How many of these subsystems deserve a place in the core rulebook? To me, rules to govern mundane crafting are just as unnecessary as rules for piloting a magical spaceship through the Astral Sea at relativistic speeds. And yet somewhere out there is a die-hard Spelljammer fan who will see red when 4th Edition lacks rules for doing so. The core books should have just enough rules for doing what D&D does best: swords and sorcery. Leave the rest to supplementary material. [/QUOTE]
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