| Post/Author/DateTime | Post |
|---|---|
| Mule of La Mancha03-02-04, 12:47 AM | Just found this one and wanted to hear some other opinions on it. Personally, I like it. My cleric often finds himself strapped for time so this will really help in a pinch. Thoughts? |
| Wil_Hyral03-02-04, 02:49 AM | I've got mixed sentiment. On one hand, I was looking forward to alternative rules against spending experience on items. On the other hand, I realize how helpful that craft system could be for campaigns on the fly. Simply put, I'm neutral on it. PS: I love your name, Mule of la Mancha |
| Mule of La Mancha03-02-04, 09:14 PM | Thanks for the feedback. However, I'm still waiting for someone to praise this sucker. As I said, I love it since the campaigns I play in are usually short on downtime, but I'm aware that some may not like it all that much. Do any DMs out there see craft points as a potentially unbalancing aspect to item creation? If so, then why? |
| Wil_Hyral03-02-04, 09:23 PM | Ideally, craft points are there to solve two problems, right? Availability and time. Suddenly, those two problems are much less of a.. problem. We're seeing a campaign setting in which by default, a lot of casters can, if perhaps under the force of a tyrranical king, make a lot of magic items without the constraints of availability and time. It's offsetting, in that sense. It's not a loophole because it can only be done so often per level, and its exploit is definitely a finite one, but it does change the fact that availability and time aren't as big an obstacle as they use to be. As long as the DM keeps the world working regularly, the change would be of a small sort. It just makes a select group of magic items quicker to make than usual. Only a very adept tyrant should be able to notice that phenomenon and take advantage of it. That's just me though. |
| Eryndel03-02-04, 11:26 PM | I'll put a vote in for loving the idea of Craft points. I haven't used them (I'm currently playerless), but I would have in the games I've run and I think they would have helped. I tend to be short on long tracks of downtime, usually giving no more than a week at a time. I've never seen a masterwork weapon created because of this and the long creation times. So I think this option would have helped this immensely. I'll admit, the craft points option was the first thing that stood out when I bought the book. However, I'd probably nix the craft masterwork/alchemy feats. I'd hate to impose more feats on my feat deprived party. Werner |
| HalifaxDM03-03-04, 02:56 PM | Originally posted by Mule of La Mancha Thanks for the feedback. However, I'm still waiting for someone to praise this sucker. As I said, I love it since the campaigns I play in are usually short on downtime, but I'm aware that some may not like it all that much. Do any DMs out there see craft points as a potentially unbalancing aspect to item creation? If so, then why? Used this for the first time as my campaign is one of those in which the PCs never have a chance to rest in order to save the worl. It worked fine and in no way did it unbalance things ... in fact it saved time. A couple of minor items were required by the PCs (arrows, a few potions, etc) and instead of having to travel to the nearest city and get the gear there they spent a few days in the wilderness and used crafty points and gold to get these minor items. Took all of 10 minutes of RW time. I liked it. I always quickly noticed that the craft points get eaten up quickly. |
| DarkThoughts2403-03-04, 08:38 PM | craft points arent bad for the sake of making magical items, but i think the nonmagical feats are bleh |