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11 months ago ::
Jul 11, 2012 - 6:26PM
#11
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Date Joined:
Dec 21, 2007
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This sounds like a great idea for an additional module: it'd be outside the core rules so those who don't wish to bother with it do not, and available for those who'd like additional rules to this effect. Personally, I've always liked the idea of being able to make extra-nice armor from dragons; it's just one more thing that makes your character pretty amazing if you manage to take one down.
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11 months ago ::
Jul 11, 2012 - 7:59PM
#12
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Date Joined:
Nov 17, 2003
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Don't see where this belongs in the 3 main books, but I would buy a 128 page supplement entirely dedicated to this idea.
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11 months ago ::
Jul 11, 2012 - 9:11PM
#13
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Date Joined:
Jun 23, 2012
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I'm right there with ya. In fact, many a solid adventure hook have come in the form of "The (crafting) material you need is extremely rare, and the only place it may be found is in the (adventure locale).
Beyond incredibly rare materials, or when the players are in a rural region without any major trade hubs... If you need items, you go buy them. It's how Iron and Copper and Lead mines make money. They're not inherently precious metals, and typically the Mine owners can't Mint their own currency, but there are always people around to buy them in order to make and sell their own finished goods. The same goes for Trappers, Lumberjacks, Farmers, Hunters, Fishermen, etc.
Commerce may be boring, but it's realistic.
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11 months ago ::
Jul 15, 2012 - 2:54PM
#14
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"nature and availability of these materials is determined by your DM"
Well formulated.
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11 months ago ::
Jul 17, 2012 - 9:36AM
#15
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Date Joined:
May 20, 2003
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Crafting should be in the game
What do you think about this idea?
I think the DMG should have flavour text for crafting, but never explicitly give rules for it. (ad&d style)
Even in splat books: crafting should be like the Lady of Pain, it exists but it's never quantified.
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11 months ago ::
Jul 17, 2012 - 10:33AM
#16
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Even in splat books: crafting should be like the Lady of Pain, it exists but it's never quantified.
I think crafting should be a modular option for those who wnt it. I'm not one of those people, but I know it would be popular.
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11 months ago ::
Jul 17, 2012 - 1:13PM
#17
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Date Joined:
Aug 17, 2007
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I don't think more than a background should be in the main rules (like for herbalist), but a packed to the gills expansion with all sorts of crafting shenanigans would be awesome.
That goes double for poisons.
'That's just, like, your opinion, man.'
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