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<blockquote data-quote="Sunseeker" data-source="post: 6690297"><p>The only thing it breaks is the potential amount of gold a character is able to amass over a given time period. 1/day into 1/hour increases potential gold via selling magical creations by 24 fold. That's a lot. </p><p></p><p>But part of the value in creating such things, and why they're so valuable to begin with, is that precise risk that you can't be disturbed for such a huge amount of time. It's one reason wizards tend to lock themselves away in a tower.</p><p></p><p>Personally I've found that the best way to balance out people who need to do a lot of things but can do them very quickly, and people who need to do one thing that takes a very long time, is to simply throw the brakes on doing the "easy stuff". In-game time can slowed without slowing the out-of-game pace through a few methods:</p><p></p><p>Everything you do takes a certain minimum amount of time, this can vary from city to city and task to task. If the party wants to hock their excess loot at the first merchant they find, maybe that guy gives them a bad deal (good way to reduce gold). Finding a better deal takes more time. Each attempt to find another merchant takes X amount of time (say 3 hours), so going to 3 merchants takes the better part of a day. Assume they're taking time to eat and throw another 3 hours on there. Every time the party starts chattering about what they're going to do, keep time moving. Maybe it takes them a couple hours just to decide on if they're going to Kaheem's Baubles or Phillips Pretty Things next. Make it take more time if they do it alone, this will force the party to attempt to do more things in a day, since everyone wants to do <em>something</em> and that something becomes more time consuming when on their own.</p><p></p><p>Sum up all these events with a simple d20 "find merchant" roll using some relevant skill (investigation, perception, etc...). The wizard goes off to scribe a spell for a day, and all it takes the party is 3 d20 rolls. </p><p></p><p>It's all a cost/benefit ratio for the wizard of being able to create, instead of being reliant on valuable loot drops. I mean how many days would one spend in the forest searching for an ancient tomb, looting said tomb, and returning to town? </p><p></p><p>Alternatively, perhaps the wizard could create a "pen of scribing" that would scribe while he's out of the office and depending on how well he crafted <em>that</em> would determine how successful it is in going undisturbed while the wizard is away.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6690297"] The only thing it breaks is the potential amount of gold a character is able to amass over a given time period. 1/day into 1/hour increases potential gold via selling magical creations by 24 fold. That's a lot. But part of the value in creating such things, and why they're so valuable to begin with, is that precise risk that you can't be disturbed for such a huge amount of time. It's one reason wizards tend to lock themselves away in a tower. Personally I've found that the best way to balance out people who need to do a lot of things but can do them very quickly, and people who need to do one thing that takes a very long time, is to simply throw the brakes on doing the "easy stuff". In-game time can slowed without slowing the out-of-game pace through a few methods: Everything you do takes a certain minimum amount of time, this can vary from city to city and task to task. If the party wants to hock their excess loot at the first merchant they find, maybe that guy gives them a bad deal (good way to reduce gold). Finding a better deal takes more time. Each attempt to find another merchant takes X amount of time (say 3 hours), so going to 3 merchants takes the better part of a day. Assume they're taking time to eat and throw another 3 hours on there. Every time the party starts chattering about what they're going to do, keep time moving. Maybe it takes them a couple hours just to decide on if they're going to Kaheem's Baubles or Phillips Pretty Things next. Make it take more time if they do it alone, this will force the party to attempt to do more things in a day, since everyone wants to do [I]something[/I] and that something becomes more time consuming when on their own. Sum up all these events with a simple d20 "find merchant" roll using some relevant skill (investigation, perception, etc...). The wizard goes off to scribe a spell for a day, and all it takes the party is 3 d20 rolls. It's all a cost/benefit ratio for the wizard of being able to create, instead of being reliant on valuable loot drops. I mean how many days would one spend in the forest searching for an ancient tomb, looting said tomb, and returning to town? Alternatively, perhaps the wizard could create a "pen of scribing" that would scribe while he's out of the office and depending on how well he crafted [I]that[/I] would determine how successful it is in going undisturbed while the wizard is away. [/QUOTE]
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