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I just found a new stupid rule!
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<blockquote data-quote="Clyde Lee Graham" data-source="post: 6167649" data-attributes="member: 6705729"><p>A failed Handle Animal roll, at the appropriate time, can completely change an encounter due to the animal misbehaving or not otherwise understanding. Failed social skill checks can introduce entirely new plot elements. A failed spellcraft check while crafting magical items can result in the loss of gold, and perhaps a cursed item that can be rather easily identified.</p><p></p><p>Maybe I'm not being as clear as I thought I was, but my basic complaint is that in this case, the failure just isn't that interesting.</p><p></p><p>When you dig down to the root of it, the magical item crafting feats basically allow one PC to exceed Wealth by Level by 25% (by the rules... I know a lot of GMs see WBL as a guideline). If that's all it really does, why roll at all? Heck, take 10 basically does that now... it's just that you need to sit and calculate the spell craft check first to see if you can craft the item with a take 10. Just enforce Caster Level instead and you get the same effect, but no math.</p></blockquote><p></p>
[QUOTE="Clyde Lee Graham, post: 6167649, member: 6705729"] A failed Handle Animal roll, at the appropriate time, can completely change an encounter due to the animal misbehaving or not otherwise understanding. Failed social skill checks can introduce entirely new plot elements. A failed spellcraft check while crafting magical items can result in the loss of gold, and perhaps a cursed item that can be rather easily identified. Maybe I'm not being as clear as I thought I was, but my basic complaint is that in this case, the failure just isn't that interesting. When you dig down to the root of it, the magical item crafting feats basically allow one PC to exceed Wealth by Level by 25% (by the rules... I know a lot of GMs see WBL as a guideline). If that's all it really does, why roll at all? Heck, take 10 basically does that now... it's just that you need to sit and calculate the spell craft check first to see if you can craft the item with a take 10. Just enforce Caster Level instead and you get the same effect, but no math. [/QUOTE]
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I just found a new stupid rule!
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