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<blockquote data-quote="heromedel" data-source="post: 5517529" data-attributes="member: 99868"><p>Hmm, I can't help but thinking if a DM allowed such quick gain of money on more then a few occasions it would quickly get out of hand and possibly be bad DMing.</p><p></p><p>Also my playing group doesn't mind spending time doing things like crafting. Ok, maybe the fighter gets bored on occasions. I mean sure if time was an issue buying something already made is of course quicker, however thats assuming what you want it already made and just laying around waiting for you too buy it. </p><p></p><p>Although I was originally looking for critic of the mechanic itself maybe I should mention its most likely going to be used in a low magic campaign.</p><p></p><p>Anyway, assuming you wanted to craft something and all the other players didn't mind an all the other characters were spending time doing their own thing like training or dealing with diplomacy and guilds then would you prefer the basic mechanic with its chart of DC's and multiple rolls and possible failures for each week. Or some version of my mechanic which I am hoping the math could be done before the playing session and you could calculate the time it will take maybe even while the DM is busy with something else.</p><p></p><p>Also who said it would only be for wiz/sor others can craft things as well, don't forget about the fighters who might want to make their own masterwork full-plate. or the rouge who crafts her own poison.</p><p></p><p>Also if you go by certain stories or lore dwarfs could craft magical weapons without being a wizard. Yeah I know thats not core rules I'm just saying if you plan on for whatever reason to have a character crafting what is your favorite craft rules and what do you think of this idea.</p><p></p><p>Personally I like things that takes the characters time. This has never happened to me but I can imagine some people writing their characters during character generation and then hitting high levels with that exact same age.</p></blockquote><p></p>
[QUOTE="heromedel, post: 5517529, member: 99868"] Hmm, I can't help but thinking if a DM allowed such quick gain of money on more then a few occasions it would quickly get out of hand and possibly be bad DMing. Also my playing group doesn't mind spending time doing things like crafting. Ok, maybe the fighter gets bored on occasions. I mean sure if time was an issue buying something already made is of course quicker, however thats assuming what you want it already made and just laying around waiting for you too buy it. Although I was originally looking for critic of the mechanic itself maybe I should mention its most likely going to be used in a low magic campaign. Anyway, assuming you wanted to craft something and all the other players didn't mind an all the other characters were spending time doing their own thing like training or dealing with diplomacy and guilds then would you prefer the basic mechanic with its chart of DC's and multiple rolls and possible failures for each week. Or some version of my mechanic which I am hoping the math could be done before the playing session and you could calculate the time it will take maybe even while the DM is busy with something else. Also who said it would only be for wiz/sor others can craft things as well, don't forget about the fighters who might want to make their own masterwork full-plate. or the rouge who crafts her own poison. Also if you go by certain stories or lore dwarfs could craft magical weapons without being a wizard. Yeah I know thats not core rules I'm just saying if you plan on for whatever reason to have a character crafting what is your favorite craft rules and what do you think of this idea. Personally I like things that takes the characters time. This has never happened to me but I can imagine some people writing their characters during character generation and then hitting high levels with that exact same age. [/QUOTE]
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