AD&D is broken in a different way: you get more and more of those spell slots!Damage spells scale pretty decently in 1e as well, as the damage auto-increases with caster level instead of requiring an upcast or similar.
AD&D is broken in a different way: you get more and more of those spell slots!Damage spells scale pretty decently in 1e as well, as the damage auto-increases with caster level instead of requiring an upcast or similar.
And they scaled. At 20th level you had a 20d6 fireball. A 3rd level spell.AD&D is broken in a different way: you get more and more of those spell slots!
But, they had the same characters in some parts......During the story of LotR.
Obviously not in the literally 60 years BETWEEN stories (remember, Bilbo is freshly 50 in The Hobbit and turns "eleventy-one", 111, at the start of Fellowship).
For God's sake man, this is so obviously disingenuous I can't believe you're actually serious here. A 60-year timeskip for most campaigns would mean rolling fresh characters, not eagerly thinking about the items you've crafted.
Then let me make crystal clear:
WHILE they are on the adventure.
Which is what would actually be happening when D&D characters do that.
Which was my whole point. It's the players taking a risk (again, under the mistaken assumption that it was consecutive rather than cumulative days of work), the hope that nothing significantly distracting comes up in the next 50 days. No tempting opportunities for sweet, sweet lewts. No summons from the Crown. No orc raids on the nearby vineyards/grain fields that supply the local vintners/breweries (which would be more than motivation enough for several PCs I've known!). Etc.
As noted, I mistook the 50 day timer as consecutive rather than cumulative, which makes a major difference. But I appreciate that you recognize the core point: being in the middle of an ongoing adventure can quite easily make extended downtime difficult to justify.
No. I don't have the book in front of me, just like most people right now.
It absolutely would not. Any time you're in a wagon or on horseback, you emphatically are not crafting--and if you want to make even remotely decent time while doing so, you're not going to do any crafting in the between portions either, where you'll be mostly spending your time asleep or taking care of the horses and such.
How, exactly? The kinds of "forges" you'd see on sailing vessels could not handle forging a whole sword (and certainly not a suit of armor), and you're not going to have looms, nor are you going to want to do delicate work with glass or gemcutting or the like. Even leatherwork is going to be tough because tanning hides on a constantly sloshing ship would be a nightmare. Unless you've bought purely intermediate products you're gonna have a rough time.
There's a reason you didn't see sailing ships produce finished goods while in transit. If it had been even remotely financially practical, it would've been done. It wasn't.
Again: I consider this argument deeply disingenuous.
The adventure doesn't actually START until the Fellowship is formed. That's literally the "party formation" scene. Everything prior to that is us getting the backstory.
What they do with it is up to them. Selling it is a good option and my groups do sell a good bit. If you find a +2 sword and you already have a +3 sword, you either sell it, or you could give it to a henchman thus building loyalty. You might also give it to a local Lord to curry some favor there. I leave the roleplaying aspects of it to the players but sure they sell plenty of items that drop.It can drop with the intention of being sold for its full gp costs, but I'm not going to act like it's treasure that means anything to the party.
Then they aren't responding to the argument I've been making.I don't think anyone is saying PC's are going to make weapons in the middle of a Dungeon, or an adventure like that. They are simply saying it's going to be possible for PC's to make magical items and the restrictions are not necessarily that terrible that these items will never be made.
Genuine question: Do your players really keep a notepad of all the items they've gotten and make comparisons between distributions, such that they'll call you out for failing to live up to the distributions you've previously had?What they do with it is up to them. Selling it is a good option and my groups do sell a good bit. If you find a +2 sword and you already have a +3 sword, you either sell it, or you could give it to a henchman thus building loyalty. You might also give it to a local Lord to curry some favor there. I leave the roleplaying aspects of it to the players but sure they sell plenty of items that drop.
I am constantly reminded that my games are not like most but in my experence there are ONLY 2 types of games and they are extremes... either 'we have to rush no time' and no one will have time to pen a common scroll, and 'we can take pretty much as much time as we want and will have sometimes months or even years of downtime'But, they had the same characters in some parts...
However, even if we just go with the Fellowship, that's 17 years, and as one has pointed out above, you also have a two month stop over as well.
That's at least 50 days right there.
For us, I think as soon as you lose verisimilitude for the world the game is done. At that point the players stop believing it's a living breathing working world.Genuine question: Do your players really keep a notepad of all the items they've gotten and make comparisons between distributions, such that they'll call you out for failing to live up to the distributions you've previously had?
Because I couldn't run a game for folks like that, even though I do very much care about world consistency. I just think world consistency is only one virtue, not THE end-all, be-all. I'd rather have a game that is exciting and fun and engaging even if it accepts some suspension of disbelief than a game that scrupulously counts every penny and second and inch and shows you all of its receipts no matter the cost to the actual experience of play.
But you read the rules? You weren't inferring from what you had read online or heard elsewhere?No. I don't have the book in front of me, just like most people right now.
but for some reason seem to take offense when I pointed it out... first (even if you didn't notice it then).Oh. I thought it was consecutive, and if you were interrupted at any point at all, it had to start over.
No, it would work fine, and you can easily account for it in a number of ways.It absolutely would not. Any time you're in a wagon or on horseback, you emphatically are not crafting--and if you want to make even remotely decent time while doing so, you're not going to do any crafting in the between portions either, where you'll be mostly spending your time asleep or taking care of the horses and such.
For most items, if you have the money to make it magical, you have the money to just buy the base item first.How, exactly? The kinds of "forges" you'd see on sailing vessels could not handle forging a whole sword (and certainly not a suit of armor), and you're not going to have looms, nor are you going to want to do delicate work with glass or gemcutting or the like. Even leatherwork is going to be tough because tanning hides on a constantly sloshing ship would be a nightmare. Unless you've bought purely intermediate products you're gonna have a rough time.
On a mass scale? Of course not. But we aren't talking about a mass scale, but an individual working on an item.There's a reason you didn't see sailing ships produce finished goods while in transit. If it had been even remotely financially practical, it would've been done. It wasn't.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.