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General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8207709" data-attributes="member: 6871653"><p>Simplicity would be my main prerequisite. I also think efficiency of crafting should trump realism: having to spend X number of months or even years to craft items is not really pertinent; having quick benefits for a character that focuses its build on crafting without unbalancing the system (I guess that's the hard part) would be, to me, the most interesting.</p><p></p><p>AiME uses a system of templates that you can add to weapons to create your own, so that can be a good start. Ex: ''adding the Wraith Bane enhancement requires component X components (with cost), 1 day and a DC X Int check with Smiths Tools.''</p><p></p><p>A simple system of masterwork or improved materials to upgrade equipment without the need of magic can also be fun.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8207709, member: 6871653"] Simplicity would be my main prerequisite. I also think efficiency of crafting should trump realism: having to spend X number of months or even years to craft items is not really pertinent; having quick benefits for a character that focuses its build on crafting without unbalancing the system (I guess that's the hard part) would be, to me, the most interesting. AiME uses a system of templates that you can add to weapons to create your own, so that can be a good start. Ex: ''adding the Wraith Bane enhancement requires component X components (with cost), 1 day and a DC X Int check with Smiths Tools.'' A simple system of masterwork or improved materials to upgrade equipment without the need of magic can also be fun. [/QUOTE]
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What do you want out of crafting rules?
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