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<blockquote data-quote="Danforthe" data-source="post: 4621225" data-attributes="member: 70943"><p>I think it would probably work fairly well. It fits in with the 4E design of having to collect recipes of one types or another. The example above might be a fairly common sort of thing that adventurers might not be interested in but things like weapons, armour or more exotic gear would be just as sought after as previous additions. In fact, done right it could replace the 'Enchant Item' ritual with lots of sub-rituals meaning players could mix and match items as they went. Which would be good for capmaigns where characters are forced to scrounge for specific items more than just finding them or making them. The knowledge of being able to make every magic item (barring artefacts) in the game with one ritual is probably a bit much.</p><p></p><p>And even though you only have one example I'd give each item a buil time of short, medium, long, etc and have them refer to a table rather than write it out for each one. And for larger projects you could have a set of rules for a workforce (minimum, maximum and time differences). Hmm, then rules for specialist items, workplaces (forges, etc), apprentices...</p><p></p><p>You should definitely do it up, test it and sell it as a pdf. <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=":)" /></p></blockquote><p></p>
[QUOTE="Danforthe, post: 4621225, member: 70943"] I think it would probably work fairly well. It fits in with the 4E design of having to collect recipes of one types or another. The example above might be a fairly common sort of thing that adventurers might not be interested in but things like weapons, armour or more exotic gear would be just as sought after as previous additions. In fact, done right it could replace the 'Enchant Item' ritual with lots of sub-rituals meaning players could mix and match items as they went. Which would be good for capmaigns where characters are forced to scrounge for specific items more than just finding them or making them. The knowledge of being able to make every magic item (barring artefacts) in the game with one ritual is probably a bit much. And even though you only have one example I'd give each item a buil time of short, medium, long, etc and have them refer to a table rather than write it out for each one. And for larger projects you could have a set of rules for a workforce (minimum, maximum and time differences). Hmm, then rules for specialist items, workplaces (forges, etc), apprentices... You should definitely do it up, test it and sell it as a pdf. :) [/QUOTE]
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