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<blockquote data-quote="Jester David" data-source="post: 6727696" data-attributes="member: 37579"><p><strong>Originally posted by wrecan:</strong></p><p></p><p></p><p>Making a gift is not an act to resolve an immediate conflict.</p><p></p><p>Just like your walking doesn't improve simply because you're walking to the dungeon. From a game design perspective, character don't need CraPPer skills because such skills are not relevant to the game.</p><p></p><p></p><p>D&D doesn't have variations in sword quality. You can't buy a better or worse sword. </p><p></p><p>And, frankly, the quality of a sword rarely materially affected its capacity in combat. A better sword might be lighter so that the warrior did not get as exhausted using it in prolonge combat. Or a sword lasted longer in poor elements, so it did not have to be replaced. Those are not factors ever present in D&D. No edition of D&D ever had official rules for getting exhausted for swinging a heavy sword around. No edition of D&D ever had official rules for keeping your mundane equipment well-maintained.</p><p></p><p>Also, mundane swords are cheap in D&D. By the time and team is 2nd level, the amount of money you should be able to save by blacksmithing is inconsequential to the time you could spend adventuring. Moreover, blacksmithing requires enormous amounts of capital. You need tools, an anvil, a smithy, a supply of coal, raw materials and other minerals. This is not something you can just do during the off-season.</p><p></p><p>But that's only if you seek hyper-realism in crafting. The main point is that if you're character is a crafter in D&D, mechanics are not needed. If your character wants to spend in-game time crafting, you're holding up your friends who cannot participate in your crafting side-quest. If the entire party is a band of blacksmiths, then you're best off looking for a game that has a robust system of blacksmithing mechanics, rather than trying to showhorn D&D, which never had a robust system. (I don't consider a system in which your ability to smith is based entirely on a character's Intelligence -- with no consideration of his Strength, Constitution, Dexterity, or Wisdom -- to be a particularly robust blacksmithing system.)</p></blockquote><p></p>
[QUOTE="Jester David, post: 6727696, member: 37579"] [b]Originally posted by wrecan:[/b] Making a gift is not an act to resolve an immediate conflict. Just like your walking doesn't improve simply because you're walking to the dungeon. From a game design perspective, character don't need CraPPer skills because such skills are not relevant to the game. D&D doesn't have variations in sword quality. You can't buy a better or worse sword. And, frankly, the quality of a sword rarely materially affected its capacity in combat. A better sword might be lighter so that the warrior did not get as exhausted using it in prolonge combat. Or a sword lasted longer in poor elements, so it did not have to be replaced. Those are not factors ever present in D&D. No edition of D&D ever had official rules for getting exhausted for swinging a heavy sword around. No edition of D&D ever had official rules for keeping your mundane equipment well-maintained. Also, mundane swords are cheap in D&D. By the time and team is 2nd level, the amount of money you should be able to save by blacksmithing is inconsequential to the time you could spend adventuring. Moreover, blacksmithing requires enormous amounts of capital. You need tools, an anvil, a smithy, a supply of coal, raw materials and other minerals. This is not something you can just do during the off-season. But that's only if you seek hyper-realism in crafting. The main point is that if you're character is a crafter in D&D, mechanics are not needed. If your character wants to spend in-game time crafting, you're holding up your friends who cannot participate in your crafting side-quest. If the entire party is a band of blacksmiths, then you're best off looking for a game that has a robust system of blacksmithing mechanics, rather than trying to showhorn D&D, which never had a robust system. (I don't consider a system in which your ability to smith is based entirely on a character's Intelligence -- with no consideration of his Strength, Constitution, Dexterity, or Wisdom -- to be a particularly robust blacksmithing system.) [/QUOTE]
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