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[FULL] OOC: Dichotomy's Age of Worms Redux [FULL]

So, I think we've derailed again. I'm going to go further to rein it in this time. The "signpost" approach" has failed, some I'll just be a roadblock instead. (This is what happens when I ask specific questions and you refuse to answer them. I hope it works.)

m_n, as noted before, doesn't care about the flavor stuff. He thinks the rule is cumbersome and mechanically unsound. He all but refuses to speak on the subject in any other terms.

Ti doesn't care about m_n's concerns and instead focuses nearly exclusively on the flavor.

The discussion between these two has, therefore, been nearly anti-productive. I will proceed then with my assumptions about what they would say, if they were willing to talk in the same language.

I'm of the opinion that the rules in this context are a burden. I suspect that if we play using the RAW in this context, we will find that they are a burden. However, I think there are measures to be taken to mitigate such. So, I'm going to do what I can to mitigate the burden in that manner (e.g. not rush you guys through possible downtime, if possible). We can then re-visit the issue later and discuss it again with the benefit of more experience either effectively dealing with the burdens or finding the burdens to be too much.

So, RAW for now (sorry worthley), and the issue to be re-visited at a later date.
 

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So, I'm going to preface the entirety of this post with the following: I'm drunk. Keep it in mind.

I've been considering the issue we've been having, and now it has taken on a life of its own for me. You guys know me well enough to understand that it no longer has anything to do with finding a solution... It's about the process of problem-solving.

In an effort to think this through some more, I've gone back to some reading that I haven't touched in awhile: RPG theory. If you guys want to engage in a discussion about this, or just want something to read, I suggest this. I would encourage beginning with the "System Does Matter" article, as it gives the most brief of outlines regarding the basic issues. Next, I'd suggest "GNS and Other Matters of Role-playing Theory," followed by (in whatever order you prefer) the specific articles on each "philosophy": "Gamism: Step On Up," "Simulationism: The Right to Dream," and "Narrativism: Story Now."

I'm going to stop there for now, as I go back and re-read those articles myself. I think they are fascinating myself, and think they might help us in figuring out how to discuss our current issue (as well as anything that might pop up later).
 

Regarding the reincarnate/raise dead issue, I first wanted to note that the reason for Nethezar's speech was to give the PCs still present the in-character information relevant to making the decision. I figured that it might help you guys in expressing your characters' opinions on the matter.

That said, I am NOT going to decide how you guys proceed unless you guys just want me to do so. So, we aren't going to make any progress in the game unless you decide something (even if that decision is simply to not make the decision yet and do something else).

I decided that this little OOC prod was needed given the... ummm... lack of momentum in posting. I'd like to keep things moving, assuming that you guys are on board.
 

This is just one of the situations that doesn't work well in PbP. Let's all try to "power through it" or something.

My perspective is at the moment that Kushnak has clearly stated his desired course of action. He's not quite ready to walk away from everyone on his own, so if there was some sort of response - either agreement or not - that would be great. Worthley and I kind of posted on top of eachother there, but I don't think his statement really influences Kushank's thoughts at all.
 

I would say that PbP works quite well in this situation as Kushnak's analysis of the situation is pretty much dead on to what Erdolliel would want him to think.

Of course that is way more likely due to the controllers' knowledge of each other in general I suppose...

I am also all for moving ahead with the posting. My being dead might have a little influence on that for sure!
 

The treasure sheet is lacking the value of damn near everything, making divvying up treasure to raise Erdolliel difficult if not impossible until the values are either appraised IC or just filled in.

I assume that most things involving jewelry that isn't magical is on the trading block... I however am not alive and therefore have a limited role in the process.
 

Crafting rule says: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

I say: 1 day per thousand gold is too long. There may be downtime in campaigns, but rarely is there ever 5-10 day downtimes. We have previously used the rule that crafting simply requires the casting of the required spell once for each 1000 gold. This allows crafters to speed the process by committing more slots per day to the spell, and allows more experienced crafters to craft faster than lesser ones.

Thoughts?
 

Well here we go again...

I saw some house rule somewhere that in effect said that you can do whatever you want in each of the days and the enchanting happens in any inbetween times, but that you just don't get the final product until however many days later. This can be difficult in a campaign moving as fast (well in game time) as we are, since we might be 10 levels higher (yeah it's an exaggeration) by then.

This is a pretty good example of the "other classes have to wait too" argument that I was making before however. Bazrim can study a spellbook while you craft something wondrous...

Committing slots per day isn't half bad of a compromise however for faster paced games. Maybe we could figure out something similar with wizards, like if they only prepare half their spells they can learn the mystery book faster or something
 
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Granted on the needing to wait argument.

This is even more extreme than learning a spell, though. If it actually took 16 days to make a +4 stat thing, no one would ever take the feat, because there would be a very large probability that the feat could never be used.
 

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