erik wrote:You do realize there's a difference between a public building and a disposable necklace charm, right? I'm uncertain if you're being disingenuous or if you are just accidentally being stupid?
The New Jersey State House didn't take 120 years to build because of the loving craftsmanship and as an intended plan. It was repeatedly expanded for further use and at one point partially burned down and needed rebuilding.
I'm not saying some items couldn't take generations to make, but that shouldn't be the standard because it is stupid.
Not even a child would be satisfied with the notion that Liches and Elven Archmages aren't an existential concern because they're busy hobbyists for hundreds of years. A Lich may be working on their doomsday device or amassing a zombie dragon army or something for a hundred years, but saying that they were working all that time on a couple bottles of Sovereign Glue is insulting.
Law of statistics. Given a thousand liches over a thousand years, at some point some soreveign glue will be created. People have wasted their lifes doing much more stupid things.
erik wrote:
maglag wrote:Lots of people in 3e and 4e complained that characters had too much magic bling and magic loot was too common. In particular people complained that characters shouldn't need magic items.
5e had in its design goals that magic items should be an extra, that the character classes should be able to hold their own. Now I'll agree that they failed on that. But if your plan is for the PCs to don't need magic items to succeed, you can't then follow up by showering them with magic bling.
You're confusing different things.
People didn't mind having plenty of magic items, they minded that they were required for vertical power. You had to invest all your funds in boring bonuses to stay competitive rather than fun knot-cutting items that gave a horizontal spread of abilities.
To address that you have to address how players get their bonuses. If you sever the mandatory level up bonuses from items then you go a long way towards making items awesome again.
But none of that has anything to do with how long it takes to build items. That's a separate problem that has two fronts:
Player creating an item is too slow (it won't ever happen)
NPC creating an item is too slow (it won't ever happen)
Saying that NPCs are idiots who spend their lives making shitty items doesn't even address PCs, and it is a piss poor solution for NPCs as it strains credibility.
Two simple options that work:
You can drastically reduce the time per GP and not make it increase in orders of magnitude as 3.x had done, even the most expensive wondrous item only took 200 days to make, which might be doable between adventures over the course of a campaign year.
Or you can just sever item cost from time altogether, and just make the times much more reasonable and based upon the type of item (single use, charges, daily, at will). If high level mages can cast high level spells just as quickly as low level ones, it makes sense that they can create low level items as quickly as high level ones.
5e is clearly designed to keep PCs from creating items. Whether it further encourages DMs to be capricious and restrict items found is an exercise left to the reader.
My problem is, if crafting magic items (safe work) becomes easier than looting them from other people's dead bodies (which risks you getting murderized or worst), then pretty much every typical fantasy story becomes impossible to tell.
Sauron will not start a war to retrieve the One Ring, he will just craft a new One Ring.
Adventurers will not brave ancient dungeons for legendary items, they'll just craft them.
There'll be no tournament to gain that +5 sword of rulership, whoever is interested in that weapon will just craft one in their spare time.
Sacrificial Lamb wrote:
You're cherry-picking, and you know it. Don't start with that nonsense. The book makes it so that most weapons, armor, and combat-based magic items take months, years, or decades to create.
Nobody is going to spend over six months or over five years crafting a submachine gun.
Magic items are the "technology" of D&Dland. When it comes to defensive and offensive technology, nobody spends between 6 months to 55 years working on a single weapon, unless it's so powerful that it changes the current of a war. Few of the magic items in the DMG do that.
Now you're cherry-picking. In our world:
-Soldiers do NOT craft their own guns/tanks. Workers craft the technology. In specialized factories. And the designs were usually done by specialized teams. So that's at least three groups of people involved. What you're asking is that only one person designs the tank, builds it over a fireplace, then knows how to pilot said tank with maximum efficiency. No, wait, you're saying that any one can do it. Everybody should be Tony Stark now? When did the discussion change to Marvel comics?
-Often the guns/tanks jam and need constant maintenance. Magic items laugh at entropy.
-Pretty much all soldiers use machine guns or better. Even piss poor pirates from 3rd world countries can get their hands in machine guns and more often than not rocket launchers. Are you now claiming that even the lowliest bandit in D&D should be packing magic swords?
Sacrificial Lamb wrote:
Liches don't retire to their lairs to spend 8 hours a day, every day, to spend five-and-a-half years crafting a single shitty weapon...that is SLIGHTLY more effective than a mundane non-magical weapon.
And I certainly don't remember a time that Liches "auto-conquered" the world in 3e. It must be some other game you're thinking of.
In 3e nobody by default nobody managed to become a lich because shades killed everybody before that with their low CR etherealness and spawn multiplication.
Also anyone can get any item they want with Wish chains and, well, I guess we can stop pretending 3e itself works without an heasy dose of houserules.
Sacrificial Lamb wrote:
SOMEONE has to custom craft these items. Why should NPCs be the only one to have all the fun? I reject the idea that only NPCs can create awesomely useful stuff. Fuck that with a spoon.
NPCs aren't having all the fun. Those NPCs who decided to become super crafters are the NPCs who aren't adventuring or other stuff. They, you know, specialized.
Why would anyone settle as a blacksmith/shopkeeper when everybody and their mother can craft stuff just fine on their own? Are you claiming that there can't be legendary artisans working in isolated places for some peace?
Sacrificial Lamb wrote:
I'll be honest. If it doesn't do something in terms of game mechanics, then I don't really give a fuck. If it doesn't help me to kill a Chain Devil, Vampire, or Black Dragon (or whatever).....then who cares?
This is D&D, not Candyland.
Me: HAY, GUISE....I'M FUCKING A HOOKER!
Guys: Cool!! Are you in mid-thrust?
Me: I am! And I'm drinking three-day old grog. And I'm eating a CHICKEN LEG!
Guys: Oh, my God.....I need some chicken.
Pretending to eat and fuck can be nice, but I still want an item crafting system that makes logical sense. 5e fails to deliver. When you're crafting magic weapons for a war, you can't spend years dicking around. For fuck's sake, they made Sherman tanks much faster than this. It's just insane.
What's insane is claiming that soldiers arrived at the beach at Dday, pulled an hammer, and each crafted a sherman tank for themselves using just the surrounding scrap on the spot to overrun the enemy bunkers.
Specialized worker teams in specialized factories under the guidance of very smart people and with the support of a network of resources made sherman tanks pretty fast.
Sacrificial Lamb wrote:
DMs are under no obligation to allow "building bots" in their campaigns. And the only Eberron-based "building bot" I know of is the Dedicated Wright. That Homunculus potentially speeds up magic item creation, but still doesn't make such crafting anywhere near instantaneous or effortless....especially since XP costs, gp costs, and time still apply to crafting magic items.
If your Dedicated Wright is crafting you a Cube of Force, it still takes a couple months for your sidekick to craft it.
That's funny, since in the next paragraph you'll be compaining about "whiny power-tripping DMs ".
Anyway you admit the DM needs to change the rules for the system to work in 3e? If not for building bots, for exp-free wishes and planar binding chains and shadowcalypse and a lot of other crap.
Sacrificial Lamb wrote:
I won't say much about 4e, but the "lots of people" that complained about 3e players with "too much magical bling" were either grognard BITCHES who incessantly BITCHED about 3e FOR YEARS, or whiny power-tripping DMs who didn't know how to manage their campaigns. Let me tell you something:
Both groups have always hated player agency. Always have, always will.
Never listen to grognards or power-tripping DMs. They're the last people to know or care about what most gamers actually want.
You know, there are lots of people who simply don't feel like needing to pull an excell sheet to custom-craft their gear or be severly left behind. Which is what will happen in 3e unless you apply a crapload of house rules.
I've seen plenty of campaigns that start with "Ok, I got myself an artificier cohort and then load him up with crafting discount feats from a dozen different books and here's some other crafting discount special rules and now I have multiple times over my expected WBL with pre-game crafting, here's multiple pages with the calculations if you want to check."
Sacrificial Lamb wrote:
And my calculations are not based upon "maximum prices". My calculations are based upon the actual prices in the actual book.
On page 129 (within the DMG), it specifically says that a "Rare" item costs 5,000 gp, and that the crafting progresses at a rate of 25 gp increments per day. That means it takes you 6 months + 20 days to enchant a Chain Shirt +1 or enchant a Potion of Frost Giant Strength (which lasts for 1 hour, provides 23 Strength, and is then forever useless).
If my Wizard is fighting a war, then he doesn't have over 6 months to fuck around on a weak or temporary magic item of dubious value. And even worse, based upon 5e's economy.....I CAN'T EVEN SELL THE WRETCHED ITEM FOR FAIR VALUE. And this is because WoTC tossed all logic out the window, and said that most offers you receive for an item you want to sell (assuming you WANT to sell), will be for half its value or less......which means that you probably won't make any money for most magic items you craft and enchant. Of course, this is assuming you make your DC 20 Investigation skill check to find that buyer after multiple days of searching.
So you're saying that when a war starts, what the PCs should do is open up a crafting-selling business?
What game are we talking about now? Because I could swear that when a war starts in a D&D campaign, the players are supposed to go out there and fight.
Sacrificial Lamb wrote:
And if you want magic items to be "an extra", then go play something gritty (like Conan, or Warhammer). What you want is fine for a variant, but it's totally wrong for D&D.
But market simulator 2015 is totally fine, right? Screw stabbing orcs in the face for loot and glory, Aragorn will open up an armor franchise.
Sacrificial Lamb wrote:
Dungeons & Dragons operates under the premise that you will adventure specifically for loot (gold and magic items). And since someone somewhere crafts these magic items, it is quite LOGICAL that the PCs would eventually be able to craft these magic items THEMSELVES. D&D is certainly flexible enough for you to do other things, but ripping out most of the potential for magic item accumulation is short-sighted and stupid.
Dungeons and Dragons also operates under the premise that generations of wizards magicall bred all kind of crazy monster hybrids for no discernible reason. Sometimes those hybrids even turned against the wizards. That there's been a lot of insane mages crafting/breeding inefficient stuff is the very first premise of D&D, since it's also what creates adventures (that owlbear who ate its creator is guarding a scarab of cleanliness).
And since you mention it, before 3e the item creation rules were even more harsh, with the crafter needing to sacrifice ability scores to build basic stuff. But nobody complained that some NPC had to sacrifice 1 Con to create that magic sword the party just found.