temporal requirements are a good thing
The amount of time is not ridiculous at all. My campaign(s) use the 1000gp-worth-of-magic-items-per-day rule, which gets around the rather absurd rubber stamps of "a potion takes one day to brew," etc. Same time for cure light wounds as cure serious wounds? Bah! Make a jug of clw and be done with it!
I rather like the temporal requirements because they can sometimes add the sense of urgency. My player is currently involved in a rather famous adventure wherein the clock is ticking and they gotta win this thing fast. It makes my wizard think very carefully before wasting a couple of days on writing scrolls, and makes the cleric prioritize his potions, etc.
And while the spellcasters are manufacturing things, the nonspellcasters are either gathering information or starting fights. Let them do what they want.
The group that I am DMing just got out of a three-month vacation where the druid was almost solidly crafting weapons and armor for the others. It enabled her to load up on cash and make herself a rather nice ensemble of all +3 weapons and armor (*wild* armor, even).
The temporal requirements also mean that your adventurers will likely not be loading up on expensive Wondrous Items in the middle of a module, and that any time they take off to make stuff will obviously be used by the Bad Guys to also fortify their defenses. Even armies at war have to take time off to ramp up their power.
Sithobi1 said:It seems rather ridiculous how much time must be spent on some items. Do people actually wait around for their friend to make boots, etc? What about items that might need to be made during an adventure(scrolls, potions)?
The amount of time is not ridiculous at all. My campaign(s) use the 1000gp-worth-of-magic-items-per-day rule, which gets around the rather absurd rubber stamps of "a potion takes one day to brew," etc. Same time for cure light wounds as cure serious wounds? Bah! Make a jug of clw and be done with it!
I rather like the temporal requirements because they can sometimes add the sense of urgency. My player is currently involved in a rather famous adventure wherein the clock is ticking and they gotta win this thing fast. It makes my wizard think very carefully before wasting a couple of days on writing scrolls, and makes the cleric prioritize his potions, etc.
And while the spellcasters are manufacturing things, the nonspellcasters are either gathering information or starting fights. Let them do what they want.
The group that I am DMing just got out of a three-month vacation where the druid was almost solidly crafting weapons and armor for the others. It enabled her to load up on cash and make herself a rather nice ensemble of all +3 weapons and armor (*wild* armor, even).
The temporal requirements also mean that your adventurers will likely not be loading up on expensive Wondrous Items in the middle of a module, and that any time they take off to make stuff will obviously be used by the Bad Guys to also fortify their defenses. Even armies at war have to take time off to ramp up their power.