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General Tabletop Discussion
*Pathfinder & Starfinder
NPC Item crafters and their limits
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<blockquote data-quote="BriarMonkey" data-source="post: 5823387" data-attributes="member: 95387"><p>Generally, I am pretty open about magic items and crafting. I house ruled that anyone, as long as they were able to contribute something, could help with the creation of magic items. That in turn means that anyone who is part of the crafting process can contribute XP, gold, spells, etc., to the construction. Hence, if a PC wants something custom crafted, if he can assist then he can spend the XP vice the NPC doing so.</p><p> </p><p> Availability was pretty well covered by the size of the town, city, dorf, etc., where the party was currently. In a small homlet, they may be able to get room and board for a few silver a week, but they wouldn't be able to find, or have made, Gauntlets of Ogre Power. Similarly, if they were in the middle of barren wastes, what they find is what they get - there aren't any shops, much less NPCs, there.</p><p></p><p>In some places, like certain guilds, I would have a pre-done list of available items. If it wasn't on the list, it would need to be found or crafted.</p><p> </p><p> And too, there was no instant gratification. If the party had items to sell, they needed to find the right connections. Generally speaking, it wasn't uncommon to have a couple different avenues for disposing of loot. They may have a merchant, or collector, who delt in oddities; whereas a merchant with a particular guild dealt with arms and armor. The same applied to construction. There was no single one-stop crafting shop.</p><p> </p><p> In the end, who got their items made the quickest was those who invested personal resources, and who had the most coin. But regardless of one's place in the queue, they still had to wait to have the item crafted (unless it was already available).</p><p> </p><p> In my next campaign, I do plan on taking this out a bit further. The current feat-based system lacks some of the feel and effort of the previous systems (like in 1st edition). So, I am toying with replacing all magic crafting feats with a single feat. With that feat, you will have access to some very basic recipies. From there, you will need to create, find, beg, borrow, or steal recipies and materials in order to make better, or more diverse, items. This then opens up quests, additional NPC vendors and guilds, and a host of other options, while still giving PCs the ability to get what they need - at a price of course.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 5823387, member: 95387"] Generally, I am pretty open about magic items and crafting. I house ruled that anyone, as long as they were able to contribute something, could help with the creation of magic items. That in turn means that anyone who is part of the crafting process can contribute XP, gold, spells, etc., to the construction. Hence, if a PC wants something custom crafted, if he can assist then he can spend the XP vice the NPC doing so. Availability was pretty well covered by the size of the town, city, dorf, etc., where the party was currently. In a small homlet, they may be able to get room and board for a few silver a week, but they wouldn't be able to find, or have made, Gauntlets of Ogre Power. Similarly, if they were in the middle of barren wastes, what they find is what they get - there aren't any shops, much less NPCs, there. In some places, like certain guilds, I would have a pre-done list of available items. If it wasn't on the list, it would need to be found or crafted. And too, there was no instant gratification. If the party had items to sell, they needed to find the right connections. Generally speaking, it wasn't uncommon to have a couple different avenues for disposing of loot. They may have a merchant, or collector, who delt in oddities; whereas a merchant with a particular guild dealt with arms and armor. The same applied to construction. There was no single one-stop crafting shop. In the end, who got their items made the quickest was those who invested personal resources, and who had the most coin. But regardless of one's place in the queue, they still had to wait to have the item crafted (unless it was already available). In my next campaign, I do plan on taking this out a bit further. The current feat-based system lacks some of the feel and effort of the previous systems (like in 1st edition). So, I am toying with replacing all magic crafting feats with a single feat. With that feat, you will have access to some very basic recipies. From there, you will need to create, find, beg, borrow, or steal recipies and materials in order to make better, or more diverse, items. This then opens up quests, additional NPC vendors and guilds, and a host of other options, while still giving PCs the ability to get what they need - at a price of course. [/QUOTE]
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