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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: 9117975" data-attributes="member: 7031770"><p>Well, we agree on these points at least! But I wonder whether you think A5E's crafting system overcomes these issues then.</p><p></p><p>So maybe this is something specific to my table, but I did attempt something similar to this at some point. I said they couldn't go find materials for any item wily-nily, that some items might not be available in the general area that they are in, and that getting it might be a whole endaevour that acts as a side adventure.</p><p></p><p>And they... did not like that. Notably, they said it felt like I was arbitrarily limiting their choices by having the authority to say that the items I don't like don't have collectable materials in the area. Sure, perhaps with a group of complete newcomers to D&D, I can introduce recipes slowly, and they might not have any item expectations. But once players gain some degree of experience, they'll know (form cultural osmosis) what a Bag of Holding is. Or that their sword could be a +2 sword. And they start asking about how to get that item. Thing is, as a near-forever DM, <strong>I </strong>would be in such a position. I know a good portion of the magic item list. When I'm a player, I might start thinking how an item would be really cool for my concept. But if I had no way of obtaining it because the DM didn't want to have the recipe appear in the next treasure trove, I'd be a bit miffed. So crafting theoretically allowing every kind of item, but in truth being limited to DM's whims through recipes/materials within adventuring distance doesn't feel like a good solution to me. I'd much prefer being upfront and saying "Look, you won't get every single Major item you want. But I'll add signature, iconic items, one per character, that you can craft. You can even upgrade it over time. But that's it."</p><p></p><p>I think healing potions are almost always left out of this equation, precisely because they're too commonly used to be on the same level as other items.</p></blockquote><p></p>
[QUOTE="Ondath, post: 9117975, member: 7031770"] Well, we agree on these points at least! But I wonder whether you think A5E's crafting system overcomes these issues then. So maybe this is something specific to my table, but I did attempt something similar to this at some point. I said they couldn't go find materials for any item wily-nily, that some items might not be available in the general area that they are in, and that getting it might be a whole endaevour that acts as a side adventure. And they... did not like that. Notably, they said it felt like I was arbitrarily limiting their choices by having the authority to say that the items I don't like don't have collectable materials in the area. Sure, perhaps with a group of complete newcomers to D&D, I can introduce recipes slowly, and they might not have any item expectations. But once players gain some degree of experience, they'll know (form cultural osmosis) what a Bag of Holding is. Or that their sword could be a +2 sword. And they start asking about how to get that item. Thing is, as a near-forever DM, [B]I [/B]would be in such a position. I know a good portion of the magic item list. When I'm a player, I might start thinking how an item would be really cool for my concept. But if I had no way of obtaining it because the DM didn't want to have the recipe appear in the next treasure trove, I'd be a bit miffed. So crafting theoretically allowing every kind of item, but in truth being limited to DM's whims through recipes/materials within adventuring distance doesn't feel like a good solution to me. I'd much prefer being upfront and saying "Look, you won't get every single Major item you want. But I'll add signature, iconic items, one per character, that you can craft. You can even upgrade it over time. But that's it." I think healing potions are almost always left out of this equation, precisely because they're too commonly used to be on the same level as other items. [/QUOTE]
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