I kind of get the feel that we're pioneers of this town, and thus are developing our own industry here, sort of like we're grabbing as much of the frontier as we can , ASAP.
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Personally, I think the GMs allowing us to make magical items at all is good enough. We're in a setting with unknown amounts of resources, in places that we don't even know exist yet because it hasn't been explored. Honestly, I think allowing crafting anything of value at this point kind of trivializes the setting itself. If we can have all the materials we need imported here so that we can make magic items, then why are we not simply importing the magic items themselves? Are we crafting only for the sake of sinking downtime days and getting items at 1/2 price to save gold? To craft for 1/2 price then sell for a profit and make more gold?
That's more thought than I'd put into this, I hadn't really thought about economics... I kind of assume the GMs handwave some stuff like, "smith has so much money guys" and "town is safe and not collapse because plot" --which i fully support :)
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Maybe I'm oldschool, but this seems like we're just trying to cheese the system to save/make cash.
That definitely wasn't my goal. I had downtime days (which i dont know if that is homebrew, or from a book i havent read fully, but i havent seem em before) and figured to make healing potions. I didn't know they required a check at all, and it does flavorfully make more sense (in my opinion) to allow WIS to be used. I don't actually want to reroll my 'wasted downtime' (cause that does sort of feel like cheesing the system, personally) but I think it might be a good new optional rule to upload.
I don't really know how to justify why we're crafting though, i think it's too save money and get stuff, but if that wasn't desirable, the GMs wouldn't have allowed crafting... or just used a different ruleset.
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I'm fine with however it turns out, but I like Boneclaw's suggestion and think it's pretty important for his character concept (which it seems he designed to do lots of crafting), much more so than for mine. I don't really plan to be a merchant, maybe not even buy a house (i might, for funsies) but those people in town who made a legal build should have feasible ways to play that build.
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i dont know what he's playing exactly, so maybe he made a mistake and actually cant craft like he thought he would be able to, if that's the case I think the GMs could consider working with him on that
Then again that could be deemed a slippery slope to 'i didn't build my character right, give me special features' which isn't my hope, but i don't really know where the line is. I guess i consider crafting somethign that everyone should be able to do if they have the proficiencies?
I think that's what i believe.