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General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
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<blockquote data-quote="Enevhar Aldarion" data-source="post: 8211619" data-attributes="member: 6818233"><p>I feel 90-95% of actual crafting should happen in downtime, in between the end of one adventure and the start of the next. Something small and portable I could see being worked on during rest time while on an adventure, but not something bulky or needing a lot of equipment. Plus, crafting skills and tool proficiencies are in the game as much to be able to identify and evaluate items that are found on an adventure. Your blacksmith skill may help you determine who made a cool sword you found and be fairly accurate in estimating it's age, etc. Or the PC with stone mason training could determine who created the previously unknown tunnels and underground fortifications the group stumbled into. </p><p></p><p>Another issue is that some of the things that various crafting skills are good for are just hand-waved in modern games. You started the adventure with 20 arrows and you still have them several weeks of use later? Cool. No need for having bowyer or fletcher skills then. No one's armor or weapons ever get damaged or dull or anything either, so no need for that skill. Everyone always has enough food and water, so no need to hunt or forage or collect fresh water. Etc. Can you tell I started playing with systems that were more detail oriented than 5E? lol</p><p></p><p>So detailed rules for small, portable crafting or repair jobs that can be done on an adventure, yes. More abstract and basic rules for the bigger projects that should only be done during downtime? Also yes.</p><p></p><p>It should be something like this. A group gets back from an adventure. The warrior with the smithing skills goes to his forge to work on projects for the next two weeks. The wizard goes off to the local arcane library to do some spell research for the same two weeks. The bard goes off to the local college to exchange information and songs and to work on some new magical lyrics. And so on. These things should not require being RPed or use up adventure time.</p></blockquote><p></p>
[QUOTE="Enevhar Aldarion, post: 8211619, member: 6818233"] I feel 90-95% of actual crafting should happen in downtime, in between the end of one adventure and the start of the next. Something small and portable I could see being worked on during rest time while on an adventure, but not something bulky or needing a lot of equipment. Plus, crafting skills and tool proficiencies are in the game as much to be able to identify and evaluate items that are found on an adventure. Your blacksmith skill may help you determine who made a cool sword you found and be fairly accurate in estimating it's age, etc. Or the PC with stone mason training could determine who created the previously unknown tunnels and underground fortifications the group stumbled into. Another issue is that some of the things that various crafting skills are good for are just hand-waved in modern games. You started the adventure with 20 arrows and you still have them several weeks of use later? Cool. No need for having bowyer or fletcher skills then. No one's armor or weapons ever get damaged or dull or anything either, so no need for that skill. Everyone always has enough food and water, so no need to hunt or forage or collect fresh water. Etc. Can you tell I started playing with systems that were more detail oriented than 5E? lol So detailed rules for small, portable crafting or repair jobs that can be done on an adventure, yes. More abstract and basic rules for the bigger projects that should only be done during downtime? Also yes. It should be something like this. A group gets back from an adventure. The warrior with the smithing skills goes to his forge to work on projects for the next two weeks. The wizard goes off to the local arcane library to do some spell research for the same two weeks. The bard goes off to the local college to exchange information and songs and to work on some new magical lyrics. And so on. These things should not require being RPed or use up adventure time. [/QUOTE]
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What do you want out of crafting rules?
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