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Why there's crafting in WOW and not in D&D
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<blockquote data-quote="jmucchiello" data-source="post: 4381565" data-attributes="member: 813"><p>Sounds like a skill challenge or a series of skill challenges (A skill major quest?) The skills you need are all there. Mercantile pursuits require a set of skills based on bluff, diplomacy, history, streetwise, and insight. Smithing is arcana or dungeoneering. Inciting rebellion requires diplomacy, streetwise, history and bluff.</p><p></p><p>The DMG says something about a long term skill challenges. So you and your friends get together an start a revolution. Roll a few history and bluff checks to foment unrest based on past ills. Every time you fail the skill challenge the king sends a squad of town guards (or an assassin squad) after you for causing unrest.</p><p></p><p>But even in a party of smiths and merchant I can't imagine sitting around a table rolls dice over and over to see if someone can make the masterwork plate mail. The crafting part of the process is silly. And I've been in plenty of games where my characters have owned businesses and done short and long distance trade. We always handled it through henchmen and hirelings. My 15th level fighter is going down to the docks to make sure 200 bolts of Kreean Silk is unloaded safely. Compared to the magic items decorating my body, the silk may as well be a burlap sack.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 4381565, member: 813"] Sounds like a skill challenge or a series of skill challenges (A skill major quest?) The skills you need are all there. Mercantile pursuits require a set of skills based on bluff, diplomacy, history, streetwise, and insight. Smithing is arcana or dungeoneering. Inciting rebellion requires diplomacy, streetwise, history and bluff. The DMG says something about a long term skill challenges. So you and your friends get together an start a revolution. Roll a few history and bluff checks to foment unrest based on past ills. Every time you fail the skill challenge the king sends a squad of town guards (or an assassin squad) after you for causing unrest. But even in a party of smiths and merchant I can't imagine sitting around a table rolls dice over and over to see if someone can make the masterwork plate mail. The crafting part of the process is silly. And I've been in plenty of games where my characters have owned businesses and done short and long distance trade. We always handled it through henchmen and hirelings. My 15th level fighter is going down to the docks to make sure 200 bolts of Kreean Silk is unloaded safely. Compared to the magic items decorating my body, the silk may as well be a burlap sack. [/QUOTE]
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