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General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: Craft Everything
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<blockquote data-quote="DrJawaPhD" data-source="post: 9680149" data-attributes="member: 7044770"><p>I love crafting in DnD! I think it's inevitable that official crafting rules will always lag behind, with every DM implementing their own house rules for crafting (including no crafting available). Crafting is so tied to loot distribution which is always 100% controlled by the DM, that any official crafting rules are merely guidelines much like a table of how many magic items the party should get per level.</p><p></p><p>Some posts above make great points about how gathering materials differs in a TTRPG versus a computer game. I feel the best way to address this is by tying crafting materials primarily to harvesting monsters that you kill in combat. This limits the total amount of crafting materials available, gates their power to CR levels the party can kill, and explains why adventurers can somehow make better items than store owners (who have more experience but not necessarily the rare items freshly harvested).</p><p></p><p>I have also played around with random foraging tables that players can roll on as a passive activity during overland travel or in their spare time during long rests. But I always keep the majority of crafting materials being sourced by killing monsters, and generally see 3rd party content usually being set up with this similar philosophy.</p></blockquote><p></p>
[QUOTE="DrJawaPhD, post: 9680149, member: 7044770"] I love crafting in DnD! I think it's inevitable that official crafting rules will always lag behind, with every DM implementing their own house rules for crafting (including no crafting available). Crafting is so tied to loot distribution which is always 100% controlled by the DM, that any official crafting rules are merely guidelines much like a table of how many magic items the party should get per level. Some posts above make great points about how gathering materials differs in a TTRPG versus a computer game. I feel the best way to address this is by tying crafting materials primarily to harvesting monsters that you kill in combat. This limits the total amount of crafting materials available, gates their power to CR levels the party can kill, and explains why adventurers can somehow make better items than store owners (who have more experience but not necessarily the rare items freshly harvested). I have also played around with random foraging tables that players can roll on as a passive activity during overland travel or in their spare time during long rests. But I always keep the majority of crafting materials being sourced by killing monsters, and generally see 3rd party content usually being set up with this similar philosophy. [/QUOTE]
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