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Six New Crafting Professions to drop into your campaign a.k.a a reason to pick tool proficiency
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<blockquote data-quote="Li Shenron" data-source="post: 6681488" data-attributes="member: 1465"><p>Mechanically, those slots are going to work very well. They are in fact very similar to traditional spell slots: they are 'filled' until used, and you can re-fill an empty slot (or change a slot you didn't use) with a long rest. As a designer, you have full control on balance, because you always know <em>at maximum</em> how many items can be used in a day, and so how much these proficiencies are worth.</p><p></p><p>The problem is only narrative, but for many gaming groups it can be a deal-breaker.</p><p></p><p>Tossing aside rarity and expiration*, which indeed are probably unnecessary complications, I am wondering what else can be used to prevent stock-piling, with an easy narrative associated, that would allow to keep all the rest of your work (or as much as one would like). For items that are actually eaten or drunk, it could be just a hard limit per person, for instance 1/day.</p><p></p><p>*but actually... if you just say that all those items expire in 1 day, and the crafter has to re-make them each day, you pretty much have almost exactly the same system mechanically (because making them requires a long rest but doesn't <em>cost</em> anything) but with a more believable associated narrative</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6681488, member: 1465"] Mechanically, those slots are going to work very well. They are in fact very similar to traditional spell slots: they are 'filled' until used, and you can re-fill an empty slot (or change a slot you didn't use) with a long rest. As a designer, you have full control on balance, because you always know [I]at maximum[/I] how many items can be used in a day, and so how much these proficiencies are worth. The problem is only narrative, but for many gaming groups it can be a deal-breaker. Tossing aside rarity and expiration*, which indeed are probably unnecessary complications, I am wondering what else can be used to prevent stock-piling, with an easy narrative associated, that would allow to keep all the rest of your work (or as much as one would like). For items that are actually eaten or drunk, it could be just a hard limit per person, for instance 1/day. *but actually... if you just say that all those items expire in 1 day, and the crafter has to re-make them each day, you pretty much have almost exactly the same system mechanically (because making them requires a long rest but doesn't [I]cost[/I] anything) but with a more believable associated narrative [/QUOTE]
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Six New Crafting Professions to drop into your campaign a.k.a a reason to pick tool proficiency
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