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Introducing Enlightened Grognard
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<blockquote data-quote="Aloïsius" data-source="post: 5547796" data-attributes="member: 1191"><p>I was talking about non-magical item. Masterwork items precisely. I think that, even if it's just for background reasons, one should be able to play a legendary blacksmith, or at least a renowned one. Or the DM should be able to design NPC able to forge a masterwork armor or weapon without using DM's fiat. I have no problem with such a character needing <strong>a lot</strong> of levels, but I have a problem with the player or the DM running out of imagination to give new specialty to his character in a focused field. I cited mithral not to make a better armor, but because that was the only added specialisation I could imagine (because specializing in "iron" seems kind of strange, since it's somewhat the default metal used...). </p><p></p><p>As they are right now, the rules do tell what you have studied/learned, but they tell that you were a very bad student and are unable to do anything but the crudest items (even not of the standard quality), unless you are able to imagine a dozen related specialisations ("forging chainmail during the winter nights, when it's raining outside and my back is itchy..."). </p><p></p><p>As for the DM controling the creation of particular items, well... Mithral shirt are made of mithral, which is supposed to be a very rare and expansive material, you don't craft out of thin air. If you add the time requisite (and place, and tools...) for crafting anything, I don't see how players could be at danger of threatening the game balance if they are able to make a living from their non-adventurous skills, be them craft, knowledge or profession.</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 5547796, member: 1191"] I was talking about non-magical item. Masterwork items precisely. I think that, even if it's just for background reasons, one should be able to play a legendary blacksmith, or at least a renowned one. Or the DM should be able to design NPC able to forge a masterwork armor or weapon without using DM's fiat. I have no problem with such a character needing [B]a lot[/B] of levels, but I have a problem with the player or the DM running out of imagination to give new specialty to his character in a focused field. I cited mithral not to make a better armor, but because that was the only added specialisation I could imagine (because specializing in "iron" seems kind of strange, since it's somewhat the default metal used...). As they are right now, the rules do tell what you have studied/learned, but they tell that you were a very bad student and are unable to do anything but the crudest items (even not of the standard quality), unless you are able to imagine a dozen related specialisations ("forging chainmail during the winter nights, when it's raining outside and my back is itchy..."). As for the DM controling the creation of particular items, well... Mithral shirt are made of mithral, which is supposed to be a very rare and expansive material, you don't craft out of thin air. If you add the time requisite (and place, and tools...) for crafting anything, I don't see how players could be at danger of threatening the game balance if they are able to make a living from their non-adventurous skills, be them craft, knowledge or profession. [/QUOTE]
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