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House Rules for a 4e WoW Game- Looking for constructive criticism
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<blockquote data-quote="Fanaelialae" data-source="post: 5091188" data-attributes="member: 53980"><p>That looks fine for the most part. It seems like there are some issues with your profession system though.</p><p></p><p>I would replace the Alchemy feat with the Alchemy profession, and remove the other benefits you've granted (reduced cost and time). This makes Alchemy equivalent to the other craft skills (I see no indication that Blacksmithing reduces the cost of crafting a sword).</p><p></p><p>I'd also either make the gathering skills equivalent (ie, all unit types are worth a 5% reduction or 20 gp). You're already using an abstract system of "units"; there's no reason that a unit (bushel) of herbs couldn't be equivalent to a unit (handful) of ore. There's no practical reason that blacksmithing, the skill which arguably can craft the largest variety of useful items, should also have the most valuable gathering skill.</p><p></p><p>You might also want to consider making the unit types have a flat worth. A level 1 unit of ore is worth either a 5% cost reduction or 20 gp. If you want a plain longsword, you're far better off selling the ore and buying a longsword (you'll profit 5 gp, rather than spending over 14 gp if you craft it). If you want to craft a 10k magic longsword, you're far better off using the ore to craft (saves you 500 gp vs the 20 gp value of the ore). It's probably more straight-forward to assign a gp worth to all units, and use that value when crafting.</p><p></p><p>Finally, you might want to consider reducing treasure somewhat to compensate for the fact that gathering skills will effectively grant the players extra gp every session in the form of units. This isn't all that critical, as IME it's rather difficult to break the 4e treasure system, but it's something to think about.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5091188, member: 53980"] That looks fine for the most part. It seems like there are some issues with your profession system though. I would replace the Alchemy feat with the Alchemy profession, and remove the other benefits you've granted (reduced cost and time). This makes Alchemy equivalent to the other craft skills (I see no indication that Blacksmithing reduces the cost of crafting a sword). I'd also either make the gathering skills equivalent (ie, all unit types are worth a 5% reduction or 20 gp). You're already using an abstract system of "units"; there's no reason that a unit (bushel) of herbs couldn't be equivalent to a unit (handful) of ore. There's no practical reason that blacksmithing, the skill which arguably can craft the largest variety of useful items, should also have the most valuable gathering skill. You might also want to consider making the unit types have a flat worth. A level 1 unit of ore is worth either a 5% cost reduction or 20 gp. If you want a plain longsword, you're far better off selling the ore and buying a longsword (you'll profit 5 gp, rather than spending over 14 gp if you craft it). If you want to craft a 10k magic longsword, you're far better off using the ore to craft (saves you 500 gp vs the 20 gp value of the ore). It's probably more straight-forward to assign a gp worth to all units, and use that value when crafting. Finally, you might want to consider reducing treasure somewhat to compensate for the fact that gathering skills will effectively grant the players extra gp every session in the form of units. This isn't all that critical, as IME it's rather difficult to break the 4e treasure system, but it's something to think about. [/QUOTE]
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