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<blockquote data-quote="JamesonCourage" data-source="post: 5517957" data-attributes="member: 6668292"><p>In my game (which is fantasy, though not D&D), if players did that, they'd probably have assassins working for the nation tracking them down. In a D&D world, they might find themselves on the wrong end of a "scry and nuke" scenario by the nations archmage and it's strongest warriors.</p><p></p><p>It's not to discourage creative juices, but rather to simulate actual consequences and discourage blatant system abuse. For example, nations that had rich iron mines would probably make it a prime export to other nations, which means it's a huge source of wealth for them. To have a small group of people attempt to ruin their economy is almost certainly seen as treasonous. Treason is, normally, punishable by death. As they are powerful mages, using an "underhanded" tactic, such as "scry and fry" is probably seen as a legitimate plan by the nation.</p><p></p><p>Back to the OP: I've overhauled the Craft skill myself, but I don't think you'd like it much, as I changed it to reflect a somewhat more realistic version. You're looking to streamline Craft, which is a great goal. I'd say, don't listen to the people on this thread if they aren't productively adding to that goal.</p><p></p><p>Try out your model. Nothing screams abuse to me in it. It's more gamist than simulationist, but the normal Craft skill in D&D is gamist, so it's fine. If you and your players like it, great! The game is supposed to be about fun, and you and your fellow players should play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5517957, member: 6668292"] In my game (which is fantasy, though not D&D), if players did that, they'd probably have assassins working for the nation tracking them down. In a D&D world, they might find themselves on the wrong end of a "scry and nuke" scenario by the nations archmage and it's strongest warriors. It's not to discourage creative juices, but rather to simulate actual consequences and discourage blatant system abuse. For example, nations that had rich iron mines would probably make it a prime export to other nations, which means it's a huge source of wealth for them. To have a small group of people attempt to ruin their economy is almost certainly seen as treasonous. Treason is, normally, punishable by death. As they are powerful mages, using an "underhanded" tactic, such as "scry and fry" is probably seen as a legitimate plan by the nation. Back to the OP: I've overhauled the Craft skill myself, but I don't think you'd like it much, as I changed it to reflect a somewhat more realistic version. You're looking to streamline Craft, which is a great goal. I'd say, don't listen to the people on this thread if they aren't productively adding to that goal. Try out your model. Nothing screams abuse to me in it. It's more gamist than simulationist, but the normal Craft skill in D&D is gamist, so it's fine. If you and your players like it, great! The game is supposed to be about fun, and you and your fellow players should play what you like :) [/QUOTE]
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