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Unearthed Arcana Explores Downtime Activities
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<blockquote data-quote="Chaosmancer" data-source="post: 7713270" data-attributes="member: 6801228"><p>So lucky I had copied this post in case there was a second thread. Combining them deleted my post since I fell in the middle (at least I couldn't find it)</p><p></p><p></p><p></p><p>So, yeah, I'm not as enthused about these crafting rules as I had hoped to be. A 20th level master craftsman takes just as long as the apprentice that just figured out which tools are which. </p><p></p><p>And... I need to do some quick math, but I think it is either slower or just about the same to make things. </p><p></p><p>Splint mail costs 200 gold, nice round number. Both rule sets mean you need 100 gold in materials to make it. </p><p></p><p>Old rules said 5 gold a day, which is 40 days 5.7 weeks. </p><p></p><p>New Rules say divide cost by 50, so 4 weeks. </p><p></p><p>Edit: Just noticed workweeks, so 20 days compared to 39 days. Almost twice as fast once you notice they switched units on you for some reason, but I feel that is just an artifact of this particular gp value, as the platemail example above was not twice as fast. </p><p></p><p>It's a bit faster then, but that doesn't fit one of the things that I found the most ridiculous with my jeweler. If I was making a ring that included a 500 gold gem, then making that single ring takes twice as long as making an entire suit of armor... and you can brew gallons of beer in a single day. A week of brewing gives you 250 gallons of beer by the math, good stuff to not cheap swill. </p><p></p><p></p><p>I like a lot of the stuff in here, but crafting wasn't really fixed and that disappoints me a lot. </p><p></p><p></p><p>I do like different carousing for different social levels.</p><p></p><p>I also don't like the samey-ness of some of the complications. I know they are placeholders, but the entire town seems to be overrun with devil worshippers, blood cultists, and disguised demons. Some variety from the creators would have been nice. </p><p></p><p></p><p>One thing that is amazing though is the change to training. Used to be 250 days and 250 gold, now it is 50 days (10 workweeks) at most with the ability to drop it down to 25 days (5 workweeks) if you've got a high Int. Unfortunately the price skyrocketed to between 1,000 gold and 500 gold. So... the price probably needs changed but the timeline feels a lot better.</p><p></p><p></p><p></p><p>Now, I'll grant, in the real world things should take time, but the game provides us with vastly different incentives. The longest downtime I've ever given players was a single month (4 weeks) because of Spring Break at the college. There is very little they could have accomplished under the old rules or the new rules with that amount of time. Normal games don't seem to offer any downtime at all (I've been fighting for some downtime from one group) because the clock is ticking and evil is on the rise. </p><p></p><p></p><p>Honestly, I really want rules that acknowledge skill and proficiency (proficiency in the items are next to meaningless because you never roll anything involving your tools 90% of the time) and that allow for characters to act quickly enough that they can affect the story without us needing to pause the game for over a year.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7713270, member: 6801228"] So lucky I had copied this post in case there was a second thread. Combining them deleted my post since I fell in the middle (at least I couldn't find it) So, yeah, I'm not as enthused about these crafting rules as I had hoped to be. A 20th level master craftsman takes just as long as the apprentice that just figured out which tools are which. And... I need to do some quick math, but I think it is either slower or just about the same to make things. Splint mail costs 200 gold, nice round number. Both rule sets mean you need 100 gold in materials to make it. Old rules said 5 gold a day, which is 40 days 5.7 weeks. New Rules say divide cost by 50, so 4 weeks. Edit: Just noticed workweeks, so 20 days compared to 39 days. Almost twice as fast once you notice they switched units on you for some reason, but I feel that is just an artifact of this particular gp value, as the platemail example above was not twice as fast. It's a bit faster then, but that doesn't fit one of the things that I found the most ridiculous with my jeweler. If I was making a ring that included a 500 gold gem, then making that single ring takes twice as long as making an entire suit of armor... and you can brew gallons of beer in a single day. A week of brewing gives you 250 gallons of beer by the math, good stuff to not cheap swill. I like a lot of the stuff in here, but crafting wasn't really fixed and that disappoints me a lot. I do like different carousing for different social levels. I also don't like the samey-ness of some of the complications. I know they are placeholders, but the entire town seems to be overrun with devil worshippers, blood cultists, and disguised demons. Some variety from the creators would have been nice. One thing that is amazing though is the change to training. Used to be 250 days and 250 gold, now it is 50 days (10 workweeks) at most with the ability to drop it down to 25 days (5 workweeks) if you've got a high Int. Unfortunately the price skyrocketed to between 1,000 gold and 500 gold. So... the price probably needs changed but the timeline feels a lot better. Now, I'll grant, in the real world things should take time, but the game provides us with vastly different incentives. The longest downtime I've ever given players was a single month (4 weeks) because of Spring Break at the college. There is very little they could have accomplished under the old rules or the new rules with that amount of time. Normal games don't seem to offer any downtime at all (I've been fighting for some downtime from one group) because the clock is ticking and evil is on the rise. Honestly, I really want rules that acknowledge skill and proficiency (proficiency in the items are next to meaningless because you never roll anything involving your tools 90% of the time) and that allow for characters to act quickly enough that they can affect the story without us needing to pause the game for over a year. [/QUOTE]
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