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<blockquote data-quote="Janx" data-source="post: 6271079" data-attributes="member: 8835"><p>Sure, I think that goal can be supported still.</p><p></p><p>If I was going to do it in my game, crafting items would be set as activities to declare when "time passes" which generally would be between adventures (aka offline with the GM over email or something).</p><p></p><p>I wouldn't use mundane materials to get these effects because they are mundane, cheap (in the scope of a PC's wallet) and they don't have these effects in the real world.</p><p></p><p>I would invent new, rare materials, as many as I can think of for different effects, that could be used instead of (or as an alloy/additive) mundane materials.</p><p></p><p>The result is the same. Somebody can get arrows that cause a little extra damage on subsequent rounds. or a percent chance of catching fire (or however powerful you want to make them). it might even be that these items are needed for crafting serious magic items (ala 2E creation rules). So a flaming sword requires being made with that firespark flint as an alloy in the metal.</p><p></p><p>Or somebody can just make a masterwork sword with the stuff, and settle for that percent chance of igniting the target on a hit.</p><p></p><p>Effect gained, without dragging down actual game time.</p></blockquote><p></p>
[QUOTE="Janx, post: 6271079, member: 8835"] Sure, I think that goal can be supported still. If I was going to do it in my game, crafting items would be set as activities to declare when "time passes" which generally would be between adventures (aka offline with the GM over email or something). I wouldn't use mundane materials to get these effects because they are mundane, cheap (in the scope of a PC's wallet) and they don't have these effects in the real world. I would invent new, rare materials, as many as I can think of for different effects, that could be used instead of (or as an alloy/additive) mundane materials. The result is the same. Somebody can get arrows that cause a little extra damage on subsequent rounds. or a percent chance of catching fire (or however powerful you want to make them). it might even be that these items are needed for crafting serious magic items (ala 2E creation rules). So a flaming sword requires being made with that firespark flint as an alloy in the metal. Or somebody can just make a masterwork sword with the stuff, and settle for that percent chance of igniting the target on a hit. Effect gained, without dragging down actual game time. [/QUOTE]
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