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Why the Druid Metal Restriction is Poorly Implemented
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<blockquote data-quote="Ohmyn" data-source="post: 7626931" data-attributes="member: 6999115"><p>Looking for loopholes is very common practice at RAW tables, and is typically even expected. It's a major part of character optimizing at AL tables. So long as it is RAW supported, whether or not it's a loophole is not a factor in a RAW game. RAW tables are how such loopholes are found and tested in real play, and the loopholes that prove too detrimental are why errata exists.</p><p></p><p>As to the high Nature and Survival with herbalist proficiency to ignore the component cost of Find Familiar, that's actually legal as per RAW. Players are able to gather materials, and they are able to craft things, although crafting is at half cost if you were to purchase the raw materials as opposed to gathering them. Investing two skills and a tool proficiency to be able to reduce 10GP worth of material components seems like a hefty price as it is, so I don't see any imbalance there. This is after all at the expense of skills like stealth and perception, which are considered to be the two most powerful skills in the game.</p><p></p><p>The limitation on doing what he wants "at will" is that A) it takes a full hour to summon a familiar, and B) you can only craft 5GP worth of items per day of downtime. This means he'd need two crafting days to make 10GP worth of charcoal and incense from raw materials. As silly as some may want to say that is, 10GP is actually a lot of money for common goods. I imagine that's a heck of a lot of raw materials being gathered, since the amount of charcoal and incense you'd have to produce for 10GP market value must be quite a lot when you consider a one pound whetstone can be purchased from a merchant for a single copper. You could even further restrict his access by saying that the crafting rule assumes the player already has raw materials totaling half the market value of the item, so you could add another day of gathering wood if you really wanted to hinder him. However, that's a bit more DM discretion, because the crafting is a downtime activity, which means it takes 8 hours, so the player still has 8 hours each day for another downtime activity, which could be when they perform the gathering of raw materials. However, on that note, party members can combine efforts towards crafting to double the amount that can be made per day of downtime, so willing allies that have nothing better to do with their downtime may aid in this process to reduce two day's worth of crafting to one.</p><p></p><p>Point is, there are rules to handle this, and the only thing the player did wrong was derail the sessions by arguing the point as opposed to arguing them prior to the game. As far as changing out your familiar any time you want so long as you have the raw materials, that is fully legal and I see nothing that can be construed as violating either the RAW or RAI of the spell.</p></blockquote><p></p>
[QUOTE="Ohmyn, post: 7626931, member: 6999115"] Looking for loopholes is very common practice at RAW tables, and is typically even expected. It's a major part of character optimizing at AL tables. So long as it is RAW supported, whether or not it's a loophole is not a factor in a RAW game. RAW tables are how such loopholes are found and tested in real play, and the loopholes that prove too detrimental are why errata exists. As to the high Nature and Survival with herbalist proficiency to ignore the component cost of Find Familiar, that's actually legal as per RAW. Players are able to gather materials, and they are able to craft things, although crafting is at half cost if you were to purchase the raw materials as opposed to gathering them. Investing two skills and a tool proficiency to be able to reduce 10GP worth of material components seems like a hefty price as it is, so I don't see any imbalance there. This is after all at the expense of skills like stealth and perception, which are considered to be the two most powerful skills in the game. The limitation on doing what he wants "at will" is that A) it takes a full hour to summon a familiar, and B) you can only craft 5GP worth of items per day of downtime. This means he'd need two crafting days to make 10GP worth of charcoal and incense from raw materials. As silly as some may want to say that is, 10GP is actually a lot of money for common goods. I imagine that's a heck of a lot of raw materials being gathered, since the amount of charcoal and incense you'd have to produce for 10GP market value must be quite a lot when you consider a one pound whetstone can be purchased from a merchant for a single copper. You could even further restrict his access by saying that the crafting rule assumes the player already has raw materials totaling half the market value of the item, so you could add another day of gathering wood if you really wanted to hinder him. However, that's a bit more DM discretion, because the crafting is a downtime activity, which means it takes 8 hours, so the player still has 8 hours each day for another downtime activity, which could be when they perform the gathering of raw materials. However, on that note, party members can combine efforts towards crafting to double the amount that can be made per day of downtime, so willing allies that have nothing better to do with their downtime may aid in this process to reduce two day's worth of crafting to one. Point is, there are rules to handle this, and the only thing the player did wrong was derail the sessions by arguing the point as opposed to arguing them prior to the game. As far as changing out your familiar any time you want so long as you have the raw materials, that is fully legal and I see nothing that can be construed as violating either the RAW or RAI of the spell. [/QUOTE]
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