Page 933 - Cross Balk

13th Jul 2017, 6:00 AM
<<First Latest>>
Cross Balk
Average Rating: 5 (2 votes)
<<First Latest>>

Author Notes:

Newbiespud 13th Jul 2017, 6:00 AM edit delete
Speaking of rogues (flawless segue), got a new Dusk City Outlaws update for you today!

Session 3 - Obsidian Coin 1 - The Bookworm Job, Part 1: Libsyn YouTube


Classic Steve 13th Jul 2017, 6:44 AM edit delete reply
Applejack, you would-be party pooper.
Super_Big_Mac 14th Jul 2017, 12:35 AM edit delete reply
Rules Lawyers are supposed to make things go well for the player, not the GM!

An RLGM, on the other hand.... *shudder*
Ravian 14th Jul 2017, 6:42 PM edit delete reply
It's an unintentional side-effect of rules-lawyering. If you obsess too much about the rules you can sometimes end up blurting out things that negatively effect you.

For example, a rules-lawyer might point out that a skill check might have some penalty associated with it due to an obscure situational rule. Their intention would be to be prepared for a higher difficulty, but if the GM wasn't previously aware of this obscure rule, they're more or less obligated to use it now, essentially meaning they've unknowingly increased the difficulty of their own roll.

It's kind of similar to the advice not to give the GM ideas. Those who live by the rules, die by the rules. GM's are often very inclined to fudge and wing the rules to make things easier on them (which can also mean easier on you.) The rules don't care about that sort of mercy, the rules are unflinching, and while you can certainly use it to your advantage, they will just as likely turn on you where a lenient GM would grant you clemency.
DoubleXXCross 13th Jul 2017, 7:19 AM edit delete reply
Calvinball 13th Jul 2017, 7:19 AM edit delete reply
Y'know, I'm never sure what to do about crafting in games. D&D 5e doesn't have much in the way of support for it either, outside of there existing proficiency for artisan's tools. So when a player DOES want to craft something... what's a guy to do? It seems silly to say that they don't know how to, say, sew, when that seems to be a skill that can simply be learned and wouldn't necessarily consume your entire life to learn.

So, what's a DM to do? It feels like I have to figure out something on the fly everytime it comes up.
Sir william 13th Jul 2017, 8:02 AM edit delete reply
In 5e it's deliberate

They borrow from 2e's design philosophy on them in that Magic item creation is supposed to be something inheritly special and generally outside the realm of the PC unless they go on some sort of DM made quest for the ingredients like "the first breath of a butterfly after being woken by the sun" or "the first bead of dew to collect on the very tip top of a particular mountain" and then of course virgin or demon or dragon blood (dragon body parts in general really)
Dragonflight 13th Jul 2017, 10:13 PM edit delete reply
I'd just imp in the 3rd edition crafting rules and skills. The reason?

Consider how much magic you typically haul away from even a normal adventure. Now, remember how much you just threw in the junk closet or tossed away. Wand of cure light wounds? Boffo if you're 1st through 3rd level. After that? Useless. Throw it on the fire.

Then there's items like the +1 sword. If magic is supposed to be so far beyond the common ken that no ordinary adventurer could *possibly* hope to craft a magic item without *extra*ordinary questing... Who in their right *mind* would waste all that time and effort to craft a simple +1 sword?

When you examine the underlying assumptions, they don't hold up. *No one* would *ever* craft less than a +3 item, and that item would probably also have special abilities.