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<blockquote data-quote="Dannyalcatraz" data-source="post: 6986109" data-attributes="member: 19675"><p>No, we're not warping the rules. We have no problem with the 8 hour chunks: those who take crafting feats typically DO break up their workdays in that way. We even let some stuff get completely outsourced- crafter wizards don't need to learn glassblowing, woodcarving, metalsmithing, etc. just to be able to make magic items. Employing master craftsmen is what gold is for, after all,</p><p></p><p>But there are still only 24 hours in a day. Even mages have to eat, sleep and make enough GP to pay bills. If the party has to go on a mission for a week in a remote location, and you're the party's main Arcanist, unless you can teleport back and forth, that's a week you can't spend crafting. Time is just another resource to be managed, ESPECIALLY if adventuring is how you acquire- directly (big diamonds, dragon blood, lich dust, etc.) or indirectly (GP to buy materials and labor)- the resources to support your crafting.</p><p></p><p>And to be clear, time resource management applies to all PCs in any campaign. Exotic poisons take time and gold for thieves & assassins to gain...assuming they're available where and when the PCs are. </p><p></p><p>Ditto exotic weapons. My first PC in RttToEE (a multiclassed Martial Arcanist) was unable to get the Dire Pick he really wanted- nobody in the small town they used as their base of operations could make one, and he didn't have time to go back to a bigger city to buy one.*</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* I retired that character, not out of frustration, but to fill a gap when 2 of the 3 players running full casters had to move away. PC#2 was a Geomancer who took Brew Potion.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6986109, member: 19675"] No, we're not warping the rules. We have no problem with the 8 hour chunks: those who take crafting feats typically DO break up their workdays in that way. We even let some stuff get completely outsourced- crafter wizards don't need to learn glassblowing, woodcarving, metalsmithing, etc. just to be able to make magic items. Employing master craftsmen is what gold is for, after all, But there are still only 24 hours in a day. Even mages have to eat, sleep and make enough GP to pay bills. If the party has to go on a mission for a week in a remote location, and you're the party's main Arcanist, unless you can teleport back and forth, that's a week you can't spend crafting. Time is just another resource to be managed, ESPECIALLY if adventuring is how you acquire- directly (big diamonds, dragon blood, lich dust, etc.) or indirectly (GP to buy materials and labor)- the resources to support your crafting. And to be clear, time resource management applies to all PCs in any campaign. Exotic poisons take time and gold for thieves & assassins to gain...assuming they're available where and when the PCs are. Ditto exotic weapons. My first PC in RttToEE (a multiclassed Martial Arcanist) was unable to get the Dire Pick he really wanted- nobody in the small town they used as their base of operations could make one, and he didn't have time to go back to a bigger city to buy one.* * I retired that character, not out of frustration, but to fill a gap when 2 of the 3 players running full casters had to move away. PC#2 was a Geomancer who took Brew Potion. [/QUOTE]
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