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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What's Your Unofficial Errata?
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<blockquote data-quote="Ondath" data-source="post: 9112605" data-attributes="member: 7031770"><p>Well, yes, but leaving the limiting of rare materials to the DM isn't suitable for every table IMO. My players in my last 5E campaign were really into crafting, and when I tried to limit their access to crafting, it'd make the game unenjoyable for me and for them, and they tried to circumvent the limits in every possible way. For instance, when the players wanted to craft a Headband of Intellect, I said they'd need to go on a side trek to an island full of psionic monks. So the main quest was put on hold since the party wanted this item really badly. Not only that, but when the players found the psychic crystals out of which they could craft items, they didn't try to get one. They wanted to harvest enough materials to make multiple items, and I (unwisely) said they could roll to see how many they could get. The result was that the party got not just one, but two Headbands of Intellect.</p><p></p><p>Later in the campaign I tried to limit their crafting (because I was following O5E's treasure guidelines, they were swimming in cash pretty easily) and said most of the materials they would need were in far off lands, and they didn't have time to go get them. That just turned them off from the system entirely, as they felt like they were no longer allowed to use a tool I had given them to its full functionality.</p><p></p><p>Especially in a story driven game, I feel like a crafting subsystem where the players can suspend everything they're doing and go mass-produce some Uncommon items feels immersion breaking to me. For my future games, I might allow the crafting of consumables and common items, but any permanent magic item of uncommon or higher rarity won't be craftable. I might add a Legacy Weapon/Vestige of Divergence system where they can upgrade their magic items, but I just don't think allowing players to freely craft items like 3E (where magic items were included in the game's math) is a good idea.</p></blockquote><p></p>
[QUOTE="Ondath, post: 9112605, member: 7031770"] Well, yes, but leaving the limiting of rare materials to the DM isn't suitable for every table IMO. My players in my last 5E campaign were really into crafting, and when I tried to limit their access to crafting, it'd make the game unenjoyable for me and for them, and they tried to circumvent the limits in every possible way. For instance, when the players wanted to craft a Headband of Intellect, I said they'd need to go on a side trek to an island full of psionic monks. So the main quest was put on hold since the party wanted this item really badly. Not only that, but when the players found the psychic crystals out of which they could craft items, they didn't try to get one. They wanted to harvest enough materials to make multiple items, and I (unwisely) said they could roll to see how many they could get. The result was that the party got not just one, but two Headbands of Intellect. Later in the campaign I tried to limit their crafting (because I was following O5E's treasure guidelines, they were swimming in cash pretty easily) and said most of the materials they would need were in far off lands, and they didn't have time to go get them. That just turned them off from the system entirely, as they felt like they were no longer allowed to use a tool I had given them to its full functionality. Especially in a story driven game, I feel like a crafting subsystem where the players can suspend everything they're doing and go mass-produce some Uncommon items feels immersion breaking to me. For my future games, I might allow the crafting of consumables and common items, but any permanent magic item of uncommon or higher rarity won't be craftable. I might add a Legacy Weapon/Vestige of Divergence system where they can upgrade their magic items, but I just don't think allowing players to freely craft items like 3E (where magic items were included in the game's math) is a good idea. [/QUOTE]
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