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What do you want out of crafting rules?
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<blockquote data-quote="steeldragons" data-source="post: 8216096" data-attributes="member: 92511"><p>I think simplicity is really first and foremost. One can get as granular as one wants, and delve into the "in world/in game" construct of a magic item "industry"...wanderer "Tinker-crafters" that make and sell minor utilitarian bobbles from village to village vs. Master dwarven Rune-smiths who forge the greatest weapons of the world in dragonfire with ancient titan rites vs. the neighborhood apothecary mixing up another brew of Flu-Naze for the sniffles raging through town vs. the "on the fly" Enchanter hastily tracing glowing glyphs across the warrior's shield as the wraith screeches towards them...She can only hope her protective enhancement remains intact, at least "long enough" if not indefinitely.</p><p></p><p>These really can't, and shouldn't, all be covered by the same set of rules.</p><p></p><p>Some of it is "tools/skills/proficiencies." Some of it is intense time and special [like, "more special" than normal magical] ingredients. Some of it could be theme/background stuff. Some of it could be direct class [or subclass or "prestige/bonus" class or...] features. Some by "spell." Some by "rite/ritual." Some by pure skill and/or properties of the ingredients. Some might require a combination of all.</p><p></p><p>For general "crafting" magic items, there needs to be a basic, SIMPLE, formula of time and expense. A LOT of the rest, from there, can be flavored one way or another.</p><p></p><p>Specific things, like, "potions that last longer" or "applying bonuses to weapons/armor in a single round" or applying a ritual, multiple times over time, to "layer" magical properties onto something (or some "where" or some "one"), e.g. "I want you to take my +1 longsword and make it +2 to hit and damage, flame on command, fly back to my hand when I throw it, and speak Ancient Dragarian," need to have added levels/steps of complexity -which should include, among whatever else, adjusting the base "time and expense."</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8216096, member: 92511"] I think simplicity is really first and foremost. One can get as granular as one wants, and delve into the "in world/in game" construct of a magic item "industry"...wanderer "Tinker-crafters" that make and sell minor utilitarian bobbles from village to village vs. Master dwarven Rune-smiths who forge the greatest weapons of the world in dragonfire with ancient titan rites vs. the neighborhood apothecary mixing up another brew of Flu-Naze for the sniffles raging through town vs. the "on the fly" Enchanter hastily tracing glowing glyphs across the warrior's shield as the wraith screeches towards them...She can only hope her protective enhancement remains intact, at least "long enough" if not indefinitely. These really can't, and shouldn't, all be covered by the same set of rules. Some of it is "tools/skills/proficiencies." Some of it is intense time and special [like, "more special" than normal magical] ingredients. Some of it could be theme/background stuff. Some of it could be direct class [or subclass or "prestige/bonus" class or...] features. Some by "spell." Some by "rite/ritual." Some by pure skill and/or properties of the ingredients. Some might require a combination of all. For general "crafting" magic items, there needs to be a basic, SIMPLE, formula of time and expense. A LOT of the rest, from there, can be flavored one way or another. Specific things, like, "potions that last longer" or "applying bonuses to weapons/armor in a single round" or applying a ritual, multiple times over time, to "layer" magical properties onto something (or some "where" or some "one"), e.g. "I want you to take my +1 longsword and make it +2 to hit and damage, flame on command, fly back to my hand when I throw it, and speak Ancient Dragarian," need to have added levels/steps of complexity -which should include, among whatever else, adjusting the base "time and expense." [/QUOTE]
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