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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you handle time with item creation?
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<blockquote data-quote="Li Shenron" data-source="post: 2094870" data-attributes="member: 1465"><p>At this purpose I want to mention that IMHO the trend of the rules is becoming exactly to forget about downtime. I don't know if others have noticed this changes by 3.5, but two examples come to my mind:</p><p></p><p>- Identify and Analyze Dweomer -</p><p></p><p>These 2 spells used to basically require a day off, with the Wizard going back home with the found magic item and only later come up with... "I've found how this works!". In 3.5 they are changed to make item identification feasible on the fly, and this is a wanted change.</p><p></p><p>- Item Creation Feats -</p><p></p><p>They use to require consecutive days spent with no exceptions, so you could make an item only between 2 adventures. In long adventures (lots of levels in a short time frame) use of these was impossible, so in 3.5 it's been change that you work a few days and resume later, leaving only the duty of counting the total number of days spent.</p><p></p><p>(you can probably find other changes along this idea...)</p><p></p><p>Then consider UA's "Craft Points" variant which is IMHO the ultimate metagaming rule to avoid bothering about the fact that characters have a life which doesn't end at the dungeon's exit. With this variant you just spend points on the fly wherever you are and retroactively assume you've been working on the item for whatever time.</p><p></p><p>I don't mean to say these are bad changes (although I don't like how the Craft Points variant is detached from reality), just that they are gearing towards the cinematic aspects of the game, while IMO the RPG is best when it's the union of the short-term cinematic (on-adventures) and the long-term logistic (off-adventures) aspects.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2094870, member: 1465"] At this purpose I want to mention that IMHO the trend of the rules is becoming exactly to forget about downtime. I don't know if others have noticed this changes by 3.5, but two examples come to my mind: - Identify and Analyze Dweomer - These 2 spells used to basically require a day off, with the Wizard going back home with the found magic item and only later come up with... "I've found how this works!". In 3.5 they are changed to make item identification feasible on the fly, and this is a wanted change. - Item Creation Feats - They use to require consecutive days spent with no exceptions, so you could make an item only between 2 adventures. In long adventures (lots of levels in a short time frame) use of these was impossible, so in 3.5 it's been change that you work a few days and resume later, leaving only the duty of counting the total number of days spent. (you can probably find other changes along this idea...) Then consider UA's "Craft Points" variant which is IMHO the ultimate metagaming rule to avoid bothering about the fact that characters have a life which doesn't end at the dungeon's exit. With this variant you just spend points on the fly wherever you are and retroactively assume you've been working on the item for whatever time. I don't mean to say these are bad changes (although I don't like how the Craft Points variant is detached from reality), just that they are gearing towards the cinematic aspects of the game, while IMO the RPG is best when it's the union of the short-term cinematic (on-adventures) and the long-term logistic (off-adventures) aspects. [/QUOTE]
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How do you handle time with item creation?
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