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I don't like D&D item creation any more
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<blockquote data-quote="Li Shenron" data-source="post: 3656893" data-attributes="member: 1465"><p>The main unfortunate fact is that all D&D rules are designed around the PCs, and they don't make sense fully if you try to imagine a whole population living by the same rules...</p><p></p><p>It doesn't make sense for example that to advance as a tailor, a cook or a basketweaver, you need to advance in level, something which can be done (by default) only by adventuring. It would certainly make more sense for someone that does NOT adventure, to have more time to concentrate on his profession.</p><p></p><p>Unfortunately the item creation rules are there with the PC only in mind: creating an item with an IC feat means (1) to choose exactly what item you want to have (although in most groups you can just buy it at the nearest large enough village) rather than getting it from treasure, and (2) get a 50% gp discount. Obviously they had to add some other non-RP cost or a PC could easily have up to double the supposed equipment. It's not simply a matter of limit, but more a matter of cost...</p><p></p><p>If you make item creation xp-free but costing "craft points", which of course you're granting for free <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> the result is that you make it limited but once again free. </p><p></p><p>If you just count on the time cost, most of the times you end up adjusting the adventures so that this cost becomes once more free, because there is no other choice... should you attempt all the time at making the crafting time a real cost for the crafter, you'll just irritate the players. And how would you do it anyway? If the whole party cannot save the princess because the wizard needs time for crafting her staff, what happens? Either the crafting is paused (which creates a delay, but still no material cost) or the adventure is abandoned. Anyway, there will be another later.</p><p></p><p>It's very hard to find an alternative... </p><p></p><p>A possibility could be to remove the xp cost, and make the crafting cost full gp market price. This would work only if in your setting magic items availability is not easy... because if you instead play with the common house rule that "everything below a certain market price is on sale in every town", then with this new crafting rules there is absolutely no reason to take an IC feat.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3656893, member: 1465"] The main unfortunate fact is that all D&D rules are designed around the PCs, and they don't make sense fully if you try to imagine a whole population living by the same rules... It doesn't make sense for example that to advance as a tailor, a cook or a basketweaver, you need to advance in level, something which can be done (by default) only by adventuring. It would certainly make more sense for someone that does NOT adventure, to have more time to concentrate on his profession. Unfortunately the item creation rules are there with the PC only in mind: creating an item with an IC feat means (1) to choose exactly what item you want to have (although in most groups you can just buy it at the nearest large enough village) rather than getting it from treasure, and (2) get a 50% gp discount. Obviously they had to add some other non-RP cost or a PC could easily have up to double the supposed equipment. It's not simply a matter of limit, but more a matter of cost... If you make item creation xp-free but costing "craft points", which of course you're granting for free :) the result is that you make it limited but once again free. If you just count on the time cost, most of the times you end up adjusting the adventures so that this cost becomes once more free, because there is no other choice... should you attempt all the time at making the crafting time a real cost for the crafter, you'll just irritate the players. And how would you do it anyway? If the whole party cannot save the princess because the wizard needs time for crafting her staff, what happens? Either the crafting is paused (which creates a delay, but still no material cost) or the adventure is abandoned. Anyway, there will be another later. It's very hard to find an alternative... A possibility could be to remove the xp cost, and make the crafting cost full gp market price. This would work only if in your setting magic items availability is not easy... because if you instead play with the common house rule that "everything below a certain market price is on sale in every town", then with this new crafting rules there is absolutely no reason to take an IC feat. [/QUOTE]
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I don't like D&D item creation any more
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