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What do you want out of crafting rules?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8214174" data-attributes="member: 18"><p>I'm a bit confused by this.</p><p></p><p>A PC in 5E cannot do that.</p><p></p><p>A PC in 5E has (typically) 4-5 Skills chosen at character creation, likely for their utility in adventuring or because they make RP sense. They cannot typically be changed and getting a new one is absolutely non-trivial (and simply not possible in some games). Getting a new Skill would be a far bigger achievement than obtaining a magic item in most cases. Tool proficiencies are a bit easier - they just need a lot of downtime. The chances of the stars aligning and any given PC having all the relevant skills for a magic item seem pretty low - with this example we have Arcana and Survival - unlikely to be found on the same PC, and even more unlikely that said PC is good at both.</p><p></p><p>Presumably what you mean is, rather than pick up the skills themselves, they would obtain <em>access</em> to them? Most likely through other party members but possibly through NPCs. That would make a lot more sense. Many high-quality goods have involved multiple people and skillsets in their creation.</p><p></p><p>PCs can't boost their numbers. They're basically maxing out at Stat Mod (+5) +Proficiency Mod (+6) +Advantage +Guidance (+1d4) - I think that's what, Level 17+. So the idea is what, that to create more amazing items, PCs should stockpile the components and money, and accept they're quite likely to lose them over multiple attempts? That doesn't seem like your intention. Does it really serve any purpose if the PCs gather incredibly rare components over years in famous adventures, spend months or more making a truly amazing item, and two unlucky rolls delete it all? Is the story of the campaign going to be improved? Because my suspicion is that no-one is going to be laughing about that, even twenty years on. They'll be saying "Yeah that was lame, what an anti-climax!".</p><p></p><p>But maybe there's a way to make it cool. It seems to me like, instead of this "ruined" thing being unavoidable, if it happens, you should have way to prevent that, at a cost - and for amazing items, that shouldn't be a financial cost, either. Instead maybe another item has to be sacrificed to stabilize the process. Or maybe you have to sacrifice a stat point - sure it'll be from dump-stat, but that'll change their character sheet - they'll remember it forever, and if they do it for an item for someone else, there'll be real gratitude. You could even have more exotic/RP sacrifices for Legendary and Artifacts/Relics, like someone sacrificing their ability to feel loved, or their sense of honour. You're getting really legendary there! They have a choice of course - maybe the price is too damn high, but then they'll remember when they didn't want to sacrifice their ability to feel joy or their memory of their father*, that they realized the cost was too high - and it's a character-defining and potentially campaign-defining moment.</p><p></p><p>That, to me, actually works with the DCs you're proposing. "LOL U BROKE IT" is a anti-fun anti-climax for a high-end item that's hard to create (and seems wrong, given the vast magical energies involves), but a choice between a permanent sacrifice and just letting it go?</p><p></p><p>* = As an aside, I had a campaign which featured some sacrifice choices like this years and year ago, and what was amazing was that even pretty min-max-y "power gamer" types were stopped dead by this kind of sacrifice.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8214174, member: 18"] I'm a bit confused by this. A PC in 5E cannot do that. A PC in 5E has (typically) 4-5 Skills chosen at character creation, likely for their utility in adventuring or because they make RP sense. They cannot typically be changed and getting a new one is absolutely non-trivial (and simply not possible in some games). Getting a new Skill would be a far bigger achievement than obtaining a magic item in most cases. Tool proficiencies are a bit easier - they just need a lot of downtime. The chances of the stars aligning and any given PC having all the relevant skills for a magic item seem pretty low - with this example we have Arcana and Survival - unlikely to be found on the same PC, and even more unlikely that said PC is good at both. Presumably what you mean is, rather than pick up the skills themselves, they would obtain [I]access[/I] to them? Most likely through other party members but possibly through NPCs. That would make a lot more sense. Many high-quality goods have involved multiple people and skillsets in their creation. PCs can't boost their numbers. They're basically maxing out at Stat Mod (+5) +Proficiency Mod (+6) +Advantage +Guidance (+1d4) - I think that's what, Level 17+. So the idea is what, that to create more amazing items, PCs should stockpile the components and money, and accept they're quite likely to lose them over multiple attempts? That doesn't seem like your intention. Does it really serve any purpose if the PCs gather incredibly rare components over years in famous adventures, spend months or more making a truly amazing item, and two unlucky rolls delete it all? Is the story of the campaign going to be improved? Because my suspicion is that no-one is going to be laughing about that, even twenty years on. They'll be saying "Yeah that was lame, what an anti-climax!". But maybe there's a way to make it cool. It seems to me like, instead of this "ruined" thing being unavoidable, if it happens, you should have way to prevent that, at a cost - and for amazing items, that shouldn't be a financial cost, either. Instead maybe another item has to be sacrificed to stabilize the process. Or maybe you have to sacrifice a stat point - sure it'll be from dump-stat, but that'll change their character sheet - they'll remember it forever, and if they do it for an item for someone else, there'll be real gratitude. You could even have more exotic/RP sacrifices for Legendary and Artifacts/Relics, like someone sacrificing their ability to feel loved, or their sense of honour. You're getting really legendary there! They have a choice of course - maybe the price is too damn high, but then they'll remember when they didn't want to sacrifice their ability to feel joy or their memory of their father*, that they realized the cost was too high - and it's a character-defining and potentially campaign-defining moment. That, to me, actually works with the DCs you're proposing. "LOL U BROKE IT" is a anti-fun anti-climax for a high-end item that's hard to create (and seems wrong, given the vast magical energies involves), but a choice between a permanent sacrifice and just letting it go? * = As an aside, I had a campaign which featured some sacrifice choices like this years and year ago, and what was amazing was that even pretty min-max-y "power gamer" types were stopped dead by this kind of sacrifice. [/QUOTE]
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