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General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
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<blockquote data-quote="Xetheral" data-source="post: 8216079" data-attributes="member: 6802765"><p>Definitely using different definitions of challenge then. A consequence for failure, by itself, isn't enough to qualify as a challenge from my perspective. For me, there also has to be some meaningful IC way to affect the chance of failure or its consequences. Otherwise it's just random chance.</p><p></p><p>But under your definition of challenge, I can definitely see why adding a roll increases the challenge. Thanks for clarifying!</p><p></p><p></p><p>Actually, I don't see crafting, in the abstract, as necessarily involving a challenge at all. That said, I can certainly see the appeal in writing crafting rules to make crafting a challenge for magic items or special mundane items. Indeed, I see your recipes as already involving a challenge: acquiring the necessary ingredients. So long as the ingredients are not commoditized, then there is a chance of failure to obtain them, and the characters' actions will affect that chance. (If the ingredients <em>are</em> commoditized, the challenge instead is deciding how best to allocate the characters' cash. There's no chance of outright failure to that challenge, but prioritizing creation of one item over another will still be impactful.)</p><p></p><p>But under my definition of challenge, adding a fixed-difficulty check that could ruin the ingredients doesn't add to the existing challenge or create a new one, instead it simply increases how many of the ingredients are required to ensure success.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8216079, member: 6802765"] Definitely using different definitions of challenge then. A consequence for failure, by itself, isn't enough to qualify as a challenge from my perspective. For me, there also has to be some meaningful IC way to affect the chance of failure or its consequences. Otherwise it's just random chance. But under your definition of challenge, I can definitely see why adding a roll increases the challenge. Thanks for clarifying! Actually, I don't see crafting, in the abstract, as necessarily involving a challenge at all. That said, I can certainly see the appeal in writing crafting rules to make crafting a challenge for magic items or special mundane items. Indeed, I see your recipes as already involving a challenge: acquiring the necessary ingredients. So long as the ingredients are not commoditized, then there is a chance of failure to obtain them, and the characters' actions will affect that chance. (If the ingredients [I]are[/I] commoditized, the challenge instead is deciding how best to allocate the characters' cash. There's no chance of outright failure to that challenge, but prioritizing creation of one item over another will still be impactful.) But under my definition of challenge, adding a fixed-difficulty check that could ruin the ingredients doesn't add to the existing challenge or create a new one, instead it simply increases how many of the ingredients are required to ensure success. [/QUOTE]
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What do you want out of crafting rules?
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