Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jmartkdr2" data-source="post: 8210439" data-attributes="member: 7017304"><p>I would suggest that crafting magical items for resale needs to be economically unviable: you shouldn't be able to make a meaningful profit from crafting magic items to sell on the open market. There's a lot of ways to do this, but if it's possible you create a big verisimilitude problem where a sufficiently skilled character is better off not adventuring. It could be a number of reasons (genuinely rare ingredients, no one actually has the cash to buy them, etc) but at least one should be present.</p><p></p><p>In addition to verisimilitude: you don't want a party with a crafter to have <em>more</em> magic items than a party without a crafter, or you create a role that "needs" to be filled by one player or the whole party is weaker. It's a variation on the "the party needs a cleric" problem: the crafting rules need to allow for the fact that sometimes, no one wants to play a crafter.</p><p></p><p>Having a crafter in the party should matter, but the advantage should be more about control than quantity: a fighter who can make her own magic swords gets exactly the sword she wants, whereas a fighter who needs to buy or loot a sword is more subject to what fate puts in front of her.</p><p></p><p>Crafting mundane gear for market can and probably should be profitable, just not more so than any other profession with the same opportunity cost.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8210439, member: 7017304"] I would suggest that crafting magical items for resale needs to be economically unviable: you shouldn't be able to make a meaningful profit from crafting magic items to sell on the open market. There's a lot of ways to do this, but if it's possible you create a big verisimilitude problem where a sufficiently skilled character is better off not adventuring. It could be a number of reasons (genuinely rare ingredients, no one actually has the cash to buy them, etc) but at least one should be present. In addition to verisimilitude: you don't want a party with a crafter to have [I]more[/I] magic items than a party without a crafter, or you create a role that "needs" to be filled by one player or the whole party is weaker. It's a variation on the "the party needs a cleric" problem: the crafting rules need to allow for the fact that sometimes, no one wants to play a crafter. Having a crafter in the party should matter, but the advantage should be more about control than quantity: a fighter who can make her own magic swords gets exactly the sword she wants, whereas a fighter who needs to buy or loot a sword is more subject to what fate puts in front of her. Crafting mundane gear for market can and probably should be profitable, just not more so than any other profession with the same opportunity cost. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
Top