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How much time do your players spend making magic?
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<blockquote data-quote="arwink" data-source="post: 1956356" data-attributes="member: 2292"><p>Variable. </p><p></p><p>My first 3e cmapaign, players took of months at a time in order to craft some items that were important to their characters or the plot. In part it was because they were exploring the rules and wanted to create things like golems, and in part it was because the party cleric really, really dug the fact that he'd had the same morningstar since the second session of the game. Kept enhancing the damn thing from masterwork through to a +5 holy flaming morningstar of disruption. He still loves the fact that it's an icon of his deities faith in later campaigns set in that world.</p><p></p><p>My second 3e campaign was built around the concept of the PC's being hunted and primarily enclosed in an urban area. This time around, no-one crafted items. Instead they made do with what they plundered, and made good use of the various magic stores around the city to keep themselves stocked with what they need. Some important items were commissioned from time to time, but that became less prominent when the people chasing them started setting watches on the known magic stores (which pushed them into the magic blackmarket in the sewers). If they needed stuff researched, they often hired someone to do so and got the report later. </p><p></p><p>Most campaigns since then have wavered between the two, usually settling on a middle ground. Casters tend to take creation feats that really jibe with their concepts, trading for magic items occurs, and people go searching out the casters that create the items they really really want if the party can't make it themselves. I use a lot of magic stores, trying to keep them all distinct, and the trade for magic has become an adventure hook more often than not. </p><p></p><p>There are still moments where the characters are pressed for time and unable to do any background work, but I tend to take the time to balance these with longer periods that can be used to get stuff done. Often I'll get a feel for what the players want early in the game, and work towards it from there.</p></blockquote><p></p>
[QUOTE="arwink, post: 1956356, member: 2292"] Variable. My first 3e cmapaign, players took of months at a time in order to craft some items that were important to their characters or the plot. In part it was because they were exploring the rules and wanted to create things like golems, and in part it was because the party cleric really, really dug the fact that he'd had the same morningstar since the second session of the game. Kept enhancing the damn thing from masterwork through to a +5 holy flaming morningstar of disruption. He still loves the fact that it's an icon of his deities faith in later campaigns set in that world. My second 3e campaign was built around the concept of the PC's being hunted and primarily enclosed in an urban area. This time around, no-one crafted items. Instead they made do with what they plundered, and made good use of the various magic stores around the city to keep themselves stocked with what they need. Some important items were commissioned from time to time, but that became less prominent when the people chasing them started setting watches on the known magic stores (which pushed them into the magic blackmarket in the sewers). If they needed stuff researched, they often hired someone to do so and got the report later. Most campaigns since then have wavered between the two, usually settling on a middle ground. Casters tend to take creation feats that really jibe with their concepts, trading for magic items occurs, and people go searching out the casters that create the items they really really want if the party can't make it themselves. I use a lot of magic stores, trying to keep them all distinct, and the trade for magic has become an adventure hook more often than not. There are still moments where the characters are pressed for time and unable to do any background work, but I tend to take the time to balance these with longer periods that can be used to get stuff done. Often I'll get a feel for what the players want early in the game, and work towards it from there. [/QUOTE]
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