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RPG Evolution: Craft Everything
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<blockquote data-quote="Distracted DM" data-source="post: 9679670" data-attributes="member: 6894926"><p>I should add that this also depends on your own preference as far as magic items (and setting magic) goes...</p><p>DnD is often post-apocalyptic, where the great days of yore are long behind and folk have lost a lot of knowledge that was once held.. that's one reason people go into dungeons in the first place, to find the valuable things lost in them. This includes magic! Can John Smith and Kevin Mage still get together and make a flametongue longsword on Friday nights? Why bother risking your life for it in a dungeon, then?</p><p></p><p>I've been a fan of folk still being able to make consumable items: potions, scrolls, etc. But the permanent magic items, those are tough to impossible to make.. and probably never by PCs because they're actively adventuring. If you want a belt of giant strength, you gotta quest for it. One of my tables just used downtime to research where one could find such a belt, and went on a whole sidequest to acquire it (getting a bunch of random sht along the way, ofc). </p><p>If those things CAN still be crafted as earlier mentioned, it's by professionals or legendary folk and they probably require some key rare ingredient. </p><p></p><p>I guess I'm against PCs crafting anything but scrolls and potions; <em>maybe</em> a wand since my wands have limited charges. But this objection is largely setting-based. If I were running Eberron, I'd probably allow crafting (though it takes a long time for the stuff PCs would usually wanted to get to crafting).</p><p></p><p>I guess the other part of the dislike of crafting whatever you want is based on my value for found magic:</p><p>I’ll often tailor item rolls to make sure the pcs get things that’ll be useable, but otherwise the items are what they are. I want to encourage <em>flexible thinking,</em> using what you have at hand. Players can get one idea stuck in their head and never want to deviate from it: “my rogue fights with a rapier and a hand crossbow.” Ok, but what if you find a really cool shortbow? I’ve had some players pass up so some things like that because they only want to fulfill that one static fantasy of their character… until someone actually points out “you know that shortbow would be/have been really useful in that fight, why isn’t the only dex-based character using it? It shoots chain lightning!”</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9679670, member: 6894926"] I should add that this also depends on your own preference as far as magic items (and setting magic) goes... DnD is often post-apocalyptic, where the great days of yore are long behind and folk have lost a lot of knowledge that was once held.. that's one reason people go into dungeons in the first place, to find the valuable things lost in them. This includes magic! Can John Smith and Kevin Mage still get together and make a flametongue longsword on Friday nights? Why bother risking your life for it in a dungeon, then? I've been a fan of folk still being able to make consumable items: potions, scrolls, etc. But the permanent magic items, those are tough to impossible to make.. and probably never by PCs because they're actively adventuring. If you want a belt of giant strength, you gotta quest for it. One of my tables just used downtime to research where one could find such a belt, and went on a whole sidequest to acquire it (getting a bunch of random sht along the way, ofc). If those things CAN still be crafted as earlier mentioned, it's by professionals or legendary folk and they probably require some key rare ingredient. I guess I'm against PCs crafting anything but scrolls and potions; [I]maybe[/I] a wand since my wands have limited charges. But this objection is largely setting-based. If I were running Eberron, I'd probably allow crafting (though it takes a long time for the stuff PCs would usually wanted to get to crafting). I guess the other part of the dislike of crafting whatever you want is based on my value for found magic: I’ll often tailor item rolls to make sure the pcs get things that’ll be useable, but otherwise the items are what they are. I want to encourage [I]flexible thinking,[/I] using what you have at hand. Players can get one idea stuck in their head and never want to deviate from it: “my rogue fights with a rapier and a hand crossbow.” Ok, but what if you find a really cool shortbow? I’ve had some players pass up so some things like that because they only want to fulfill that one static fantasy of their character… until someone actually points out “you know that shortbow would be/have been really useful in that fight, why isn’t the only dex-based character using it? It shoots chain lightning!” [/QUOTE]
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