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What Can You Make With Tinkerer's Tools?
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<blockquote data-quote="DEFCON 1" data-source="post: 6575571" data-attributes="member: 7006"><p>Yeah, the thing about all the Tools is that they seem useful for a certain style of gameplay, but might not see any use in other styles. I know for me... my adventures and campaigns tend to be very narrative focused with every day in-game accounted for with action. Thus the story pushes ahead day by day, and there's little "down time" in my particular games. As a result, most PCs not only wouldn't have a couple weeks avalable to sit around tinkering or making something... more often than not anything they might create could be acquired as part of the narrative just to keep things moving. If there's a plot afoot, the enemies and other PCs wouldn't sit around twiddling their thumbs waiting for the tinkerer to make a mess kit-- if that mess kit was functionally important to the story, they'd find a way to acquire one.</p><p></p><p>But I imagine that those campaigns that are much slower pace... ones that might use 1 Day / 1 Week short and long rests, and more sandboxy where the PCs go out to a location to find treasure, then come back to town to spend it (before then finding rumors of a new place to go out again) for example... the Down Time rules and using Tools to make/build/repair things could have more of a focus and an actual use.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6575571, member: 7006"] Yeah, the thing about all the Tools is that they seem useful for a certain style of gameplay, but might not see any use in other styles. I know for me... my adventures and campaigns tend to be very narrative focused with every day in-game accounted for with action. Thus the story pushes ahead day by day, and there's little "down time" in my particular games. As a result, most PCs not only wouldn't have a couple weeks avalable to sit around tinkering or making something... more often than not anything they might create could be acquired as part of the narrative just to keep things moving. If there's a plot afoot, the enemies and other PCs wouldn't sit around twiddling their thumbs waiting for the tinkerer to make a mess kit-- if that mess kit was functionally important to the story, they'd find a way to acquire one. But I imagine that those campaigns that are much slower pace... ones that might use 1 Day / 1 Week short and long rests, and more sandboxy where the PCs go out to a location to find treasure, then come back to town to spend it (before then finding rumors of a new place to go out again) for example... the Down Time rules and using Tools to make/build/repair things could have more of a focus and an actual use. [/QUOTE]
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