Page 933 - Cross Balk

13th Jul 2017, 6:00 AM in The Best Night Ever, Part 1
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Cross Balk
Average Rating: 5 (2 votes)
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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

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



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. Because they're so HARD to craft that anything *less* is a total waste of the mage's time.

Unless crafting is possible by anyone with the skill and the time, by making it so hard and unreachable by all but a lucky few, magic should be incredibly *RARE*, and extremely *hard to find.* When you *do* get a magic item, it should be the high point of your adventure. Not just another piece to throw in the closet.
Digo Dragon 17th Jul 2017, 11:02 AM edit delete reply
Digo Dragon
I miss when we got magic items for killing monsters. Took on two landwyrms with a challenge double that of the party's ECL. And what did we end up with for loot? Some gold coins and a potion of Cure Light Wounds.
Joe the Rat 13th Jul 2017, 9:17 AM edit delete reply
When it comes to mundane crafting, it's pretty much you do or you don't... make a proper, professional-quality item. You can produce finished goods in X amount of time.

Simply sewing - being able to stitch holes or reattach seams is the sort of thing just about anyone *could* do, if there was a reason to be exposed to it. It's something any one with Medicine or Survival, or Tanner/leatherworking, or Vehicles(Water) would need to know. But that doesn't mean that sailor mending sails can cut you a dress.

Learning proficiencies has a specific time and cost attached (250 days, 250 gp), but you do not have to treat this as an all-or-none... If you're learning to be a proper tailor/seamstress, you would have the basics - enough to mend - early on.

Magic item construction has a set time and material cost, once you decide on a "gp value" within the range for that rarity of item. And *how* it's made is up to the GM. Maybe they should be rare and fantastic, a lost art. Maybe artificing is an established trade, a pricey and exclusive affair. I am relatively generous on crafting requests for my group, but I ask for the required tool proficiencies (or hiring someone who has them), and a formula/blueprint/procedure for what they are making, which can be bought, found, or researched (like a spell).

Rare and unusual ingredients (as Sir william notes) add both flavor and plot hooks. I tend towards the difficult and unusual over the esoteric, save for the most powerful of items.
aerion111 13th Jul 2017, 2:02 PM edit delete reply
What's a DM to do? Use a different system.
Seriously, if the players WANT the kind of control that crafting brings, they can probably handle a less 'streamlined' system.
DnD, any edition but especially 4th and on, is more suitable for the kind of groups that aren't too interested in tracking the yards of fabric, devoting points to clothes-making, and spend RP time describing dresses.
If you're playing DnD, and you're not going to homebrew anything major, you kinda have to tell your players 'sorry, none of your characters have the patience and/or talent for any crafting; You're adventurers, not tailors' - all the adventuring tailors are found in other systems.
FrostyTheDragon 13th Jul 2017, 3:10 PM edit delete reply
Honestly? My own DM majorly overhauled the system. If I remember his lengthy rant on the subject correctly, his complaint was that the system (in this case Pathfinder*) measured its times in terms of what a HOBBYIST could do, not someone expected to make things almost all the time. (One of our party was a huntress from a nomadic tribe that squarely fit the latter category.)

Now, I should also add that this DM kept fairly meticulous day-by-day notes, so if he hadn't done an overhaul this would have meant multiple sessions of JUST CRAFTING (by the end of the campaign, everyone had at least one crafting skill, and half the party had at least one magic item crafting feat).

* Note: Pathfinder measures crafting by week and the progress is measured in sp. My DM upgraded progress to be based on gp and had things happen by the day, with no reductions. If that seems too accelerated, we were also mythic characters (think "epic level" in D&D).
Cygnia 13th Jul 2017, 7:36 AM edit delete reply
Rarity's the inspiration for my current Tiefling assassin. :)
Luna 13th Jul 2017, 8:25 AM edit delete reply
A good cover is a cover you're good at. So if Rarity didn't blow her cover so far, one can assume she's fairly decent at dress making. :p
Digo Dragon 17th Jul 2017, 11:06 AM edit delete reply
Digo Dragon
I agree. I had an assassin droid in Star Trek once with the cover that he was a doctor. And he really was good at it! Ended up working full time on board a freighter. XD
The Froggy Ninja 13th Jul 2017, 9:05 AM edit delete reply
I absolutely love the Enchant Magic Item RAW. It doesn't actually say the item you're enchanting has to be the same type of item as the Wonderous Object so you could theoretically turn anything into anything else as long as the output object has a magic item version.
ANW 13th Jul 2017, 9:52 AM edit delete reply
If they ask for their design, I'm grabbing a book called "Reality Check" and apply it to the forehead.
aerion111 13th Jul 2017, 2:13 PM edit delete reply
They might essentially ask for the same designs, but word it vaguely out of indecision and a lack of dress-design skills.
Like, Twilight might go 'I'm not sure... Something with a lot of stars? Some constellations, that sort of thing' - just, yaknow, worded in a more Twilight way.
And AJ might ask for something practical yet colorful, and end up mentioning waterproof boots and such.
Hopefully Fluttershy's comments will be better than the ones in the show - I actually liked it when I first heard it, being a fashion-ignorant myself, but I've since heard it torn apart twice, once by Littleshy and once 'live' by a blind reactor that is really into fashion. So, I've since learned that the writers stretched the complaints to the point of them being either wrong or meaningless.