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What do you want out of crafting rules?
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<blockquote data-quote="Li Shenron" data-source="post: 8210605" data-attributes="member: 1465"><p>I can see some value in enabling the possibility of a PC to craft a special item now and then. It could be magical or just masterwork, consumable or permanent, a replica of a DMG item or completely original.</p><p></p><p>But if it turns to be a mere commodity then I am not interested. I don't want it to be just a way to make a profit, otherwise I'd just rather hide all the details and give the PC some weekly pocket money but who cares if they earn them by crafting or another way. I don't want it to be replicable in a way that once the PC knows how to make e.g. a Cloak of Elvenkind then it's Cloaks of Elvenkind for everyone.</p><p></p><p>I want the process to be generally slow but not with fixed times, and I want it generally expensive but not with fixed prices. One month and 1000gp is meaningless to me, when I might be once running a fast-paced campaign and another time a lifelong saga, and either could be monty haul or grim and gritty.</p><p></p><p>I think the only way is to make the "recipes" subjective to DM's discretion, by including priceless ingredients. Then the DM can indirectly infer a cost in terms of time and monetary expenses, and can also decide whether to handwave all the details or bring them to the forefront with a quest where how the time and money is spent becomes very visible.</p><p></p><p>I hardly think that a "crafting rules system" can achieve this, but then it is also unnecessary. The best a book can do is provide guidelines and examples.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8210605, member: 1465"] I can see some value in enabling the possibility of a PC to craft a special item now and then. It could be magical or just masterwork, consumable or permanent, a replica of a DMG item or completely original. But if it turns to be a mere commodity then I am not interested. I don't want it to be just a way to make a profit, otherwise I'd just rather hide all the details and give the PC some weekly pocket money but who cares if they earn them by crafting or another way. I don't want it to be replicable in a way that once the PC knows how to make e.g. a Cloak of Elvenkind then it's Cloaks of Elvenkind for everyone. I want the process to be generally slow but not with fixed times, and I want it generally expensive but not with fixed prices. One month and 1000gp is meaningless to me, when I might be once running a fast-paced campaign and another time a lifelong saga, and either could be monty haul or grim and gritty. I think the only way is to make the "recipes" subjective to DM's discretion, by including priceless ingredients. Then the DM can indirectly infer a cost in terms of time and monetary expenses, and can also decide whether to handwave all the details or bring them to the forefront with a quest where how the time and money is spent becomes very visible. I hardly think that a "crafting rules system" can achieve this, but then it is also unnecessary. The best a book can do is provide guidelines and examples. [/QUOTE]
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What do you want out of crafting rules?
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