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Wizards: Squishy or All Powerful?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5490440" data-attributes="member: 54877"><p>In D&D, I've always had this nagging feeling that making magic items ought to be an adventure (or least an encounter), and thus be risky and award XP. Perhaps consumables made this way could be made in a batch for handling time. Forcing spirits/elementals/demons/etc. into the magic items would be one way to handle the flavor with obvious challenge issues. For powerful items, you can always do one-offs--research how to do it, then go do the adventure. </p><p> </p><p>Note, this is explicitly <strong>not--</strong>go kill the dragon to get its blood so that you can go back to your nice warm forge and make the dragon slaying sword at your leisure. That's what we keep doing with "components" so that we can handwave it, with the obvious problems. What I mean is more like--get the dragon to breathe on the sword and then finish the crafting in your (magically summoned) forge right there, while the dragon is still alive--let him go or not, your choice. You might even run afterwards. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>Or maybe a 10th level potion-making druid and his friends going after a simple healing potion is equivalent to the same group whacking a couple of kobold guards--technically, you could play it out, but you just handwave it, because the XP gain is zero (or effectively so) by that point. It happens in the story, and those are the limits. (For example, you can kill said kobold guards all you want--until you run out. You could make all the healing potions you want--until you run out of whatever "challenge" it was that you had to play through at 1st level, in order to make such a potion.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5490440, member: 54877"] In D&D, I've always had this nagging feeling that making magic items ought to be an adventure (or least an encounter), and thus be risky and award XP. Perhaps consumables made this way could be made in a batch for handling time. Forcing spirits/elementals/demons/etc. into the magic items would be one way to handle the flavor with obvious challenge issues. For powerful items, you can always do one-offs--research how to do it, then go do the adventure. Note, this is explicitly [B]not--[/B]go kill the dragon to get its blood so that you can go back to your nice warm forge and make the dragon slaying sword at your leisure. That's what we keep doing with "components" so that we can handwave it, with the obvious problems. What I mean is more like--get the dragon to breathe on the sword and then finish the crafting in your (magically summoned) forge right there, while the dragon is still alive--let him go or not, your choice. You might even run afterwards. :p Or maybe a 10th level potion-making druid and his friends going after a simple healing potion is equivalent to the same group whacking a couple of kobold guards--technically, you could play it out, but you just handwave it, because the XP gain is zero (or effectively so) by that point. It happens in the story, and those are the limits. (For example, you can kill said kobold guards all you want--until you run out. You could make all the healing potions you want--until you run out of whatever "challenge" it was that you had to play through at 1st level, in order to make such a potion.) [/QUOTE]
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