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Making the UA Artificer a full caster
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<blockquote data-quote="doctorbadwolf" data-source="post: 7036898" data-attributes="member: 6704184"><p>All of that is, IMO, purely justification for a conclusion, rather than an examination of the question. </p><p></p><p>Which is fine as far as it goes. A lot of it would only be relevant if I was suggesting rewriting the DMG, which I'm obviously not. </p><p></p><p>It's fine for the "baseline" to be "magic items of all kinds are rare". </p><p></p><p>But changing magic item rarity doesn't do a damn thing to verisimilitude, it just changes the kind of world being represented. Being able to represent the worlds that have been popular in DnD in the past shouldn't be a controversial goal. Thus, there should be alternate, expanded, rules for magic item crafting that allow for a profit margin, and building world that has mage-wright crafts-folk. </p><p></p><p>You also imply contradiction where none exists, regarding un-craftable ancient artifacts that must be sought out, and personally craftable magical items. Indiana Jones plays just fine in Eberron. Because there are things that you can buy that are magical, but they don't mean squat next to an ancient Giantish device that you've got to find and get into safe hands before agents of The Emerald Claw get their hands on it. Because no one knows what the Giants knew ten thousand years ago. </p><p></p><p>As for the idea of characters just spending months crafting powerful magic items instead of adventuring, I still don't get why you think that would even happen. DnD isn't an MMO. </p><p></p><p>But even if you have players like that, be a DM and tell them no. Make clear that nothing they can craft trumps what can be found in ruins, and further that you didn't sit down to play Crafters and Traders. It is that simple. </p><p></p><p>You also seem to assume, for some reason, that allowing profit margins and accessible crafting means that PCs can make thousands of gold in profit off small amounts of work, at a level above their own? Why? </p><p></p><p></p><p>Last note. Quite a lot of people have died climbing Mount Everest. Before it was "popular", it was thought of as a suicidal endeavor. So, yes, it is comparable to DnD adventuring in terms of risking your life for adventure. </p><p></p><p>But more importantly, it's a roleplaying game about going on adventures. The PCs will go on adventures because there are adventures to be had. I've run dozens of games where "loot" is literally not a significant thing. Where the only loot is the gear you just survived attacks from, and what you can craft or commission with the reward for helping people, or make from carving out a safe passage and setting up patrols, or whatever. The game doesn't stop being about adventuring. You could erase magic items from the game, and it would still work just fine, outside of the OOC nerd rage.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7036898, member: 6704184"] All of that is, IMO, purely justification for a conclusion, rather than an examination of the question. Which is fine as far as it goes. A lot of it would only be relevant if I was suggesting rewriting the DMG, which I'm obviously not. It's fine for the "baseline" to be "magic items of all kinds are rare". But changing magic item rarity doesn't do a damn thing to verisimilitude, it just changes the kind of world being represented. Being able to represent the worlds that have been popular in DnD in the past shouldn't be a controversial goal. Thus, there should be alternate, expanded, rules for magic item crafting that allow for a profit margin, and building world that has mage-wright crafts-folk. You also imply contradiction where none exists, regarding un-craftable ancient artifacts that must be sought out, and personally craftable magical items. Indiana Jones plays just fine in Eberron. Because there are things that you can buy that are magical, but they don't mean squat next to an ancient Giantish device that you've got to find and get into safe hands before agents of The Emerald Claw get their hands on it. Because no one knows what the Giants knew ten thousand years ago. As for the idea of characters just spending months crafting powerful magic items instead of adventuring, I still don't get why you think that would even happen. DnD isn't an MMO. But even if you have players like that, be a DM and tell them no. Make clear that nothing they can craft trumps what can be found in ruins, and further that you didn't sit down to play Crafters and Traders. It is that simple. You also seem to assume, for some reason, that allowing profit margins and accessible crafting means that PCs can make thousands of gold in profit off small amounts of work, at a level above their own? Why? Last note. Quite a lot of people have died climbing Mount Everest. Before it was "popular", it was thought of as a suicidal endeavor. So, yes, it is comparable to DnD adventuring in terms of risking your life for adventure. But more importantly, it's a roleplaying game about going on adventures. The PCs will go on adventures because there are adventures to be had. I've run dozens of games where "loot" is literally not a significant thing. Where the only loot is the gear you just survived attacks from, and what you can craft or commission with the reward for helping people, or make from carving out a safe passage and setting up patrols, or whatever. The game doesn't stop being about adventuring. You could erase magic items from the game, and it would still work just fine, outside of the OOC nerd rage. [/QUOTE]
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