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What do you want out of crafting rules?
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<blockquote data-quote="fearsomepirate" data-source="post: 8211581" data-attributes="member: 7021420"><p>I guess I need more context, then. Because I'm thinking of a system where every magic item in the DMG (and inevitable expansions) has a list of ingredients in the PHB, and players are constantly trying to scavenge what they need to get something. And, since you never know if you'll get exactly what you need to get the coveted Staff of Striking, best not to leave any moon-touched butterfly uncollected. Room after room, the party reviews the DMG's list of ingredients to see if there's anything they need (they'd all be highlighted and clickable in a video game). Because, hey, at least you might be able to craft a +2 warhammer or something. And now you're doing the book-keeping to cart around loads of junk on the off chance that you get the final reagent you need for something useful.</p><p></p><p>There's an additional wrinkle: in video games with crafting, magic items are typically pretty mundane. IIRC, you could craft items in Divinity: Original Sin II, and none of them were memorable. You can stick gems in your sword in Diablo II, which is neat, yet common. By contrast, every edition of D&D (other than 4e) has items like the Robe of Game-Breaking Bullcrap and the DM's Best Friend's Sword. That's really not so bad when item distribution is under the DM's control, but not when players have fairly ready access to the item list.</p></blockquote><p></p>
[QUOTE="fearsomepirate, post: 8211581, member: 7021420"] I guess I need more context, then. Because I'm thinking of a system where every magic item in the DMG (and inevitable expansions) has a list of ingredients in the PHB, and players are constantly trying to scavenge what they need to get something. And, since you never know if you'll get exactly what you need to get the coveted Staff of Striking, best not to leave any moon-touched butterfly uncollected. Room after room, the party reviews the DMG's list of ingredients to see if there's anything they need (they'd all be highlighted and clickable in a video game). Because, hey, at least you might be able to craft a +2 warhammer or something. And now you're doing the book-keeping to cart around loads of junk on the off chance that you get the final reagent you need for something useful. There's an additional wrinkle: in video games with crafting, magic items are typically pretty mundane. IIRC, you could craft items in Divinity: Original Sin II, and none of them were memorable. You can stick gems in your sword in Diablo II, which is neat, yet common. By contrast, every edition of D&D (other than 4e) has items like the Robe of Game-Breaking Bullcrap and the DM's Best Friend's Sword. That's really not so bad when item distribution is under the DM's control, but not when players have fairly ready access to the item list. [/QUOTE]
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