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 Post subject: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 4:36 pm 

Joined: Sat Sep 28, 2013 6:45 pm
Posts: 632
As a follow on to the Wand/Rune Staff discussion on crafting....

Is it possible to craft within a mod? Here is what I would suggest to avoid the cert economy that is to be avoided. Anything you craft in a mod is lost at the end of the mod. Plus crafting is subject to the time requirements within the mod and subject to GM approval.

What would this allow? It would allow the use of crafting skills for minor problem solving. The key example would be the herbalism rules which are currently useless in LoA. A PC wouldn't be able to build armor, or weapons of any real value. But could reasonably be expected to fix one, damaged in combat. Ect.

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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 5:27 pm 
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Joined: Fri Sep 27, 2013 1:06 am
Posts: 1958
Location: Portland OR
When was the last time you had to do maintence on your sword in a Legends mod?!? Has this EVER been an issue for anyone?

More relevant IMO is herbalism.

I agreed Herbalism/Alchemy doesn't see a lot of use in campaign play. Part of it is that it's very subjective on the part of a GM on what is or is not "findable" ... and part of that is that there is a wide range in utility between Silver Kelp (cures seasickness) to Wights Tears (deadly almost untraceable poison). Most GMs should feel fine letting PCs find the former but not letting PCs make the latter. I Would further add that with the new months used in the Blessed Lands arc I often am guessing if it's winter or spring so it's hard to say what is or is not harvestable as a GM.

As a GM I want to allow and encourage PCs to do interesting things and develop appropriate niche specialization ... but mostly I curse the current herbalist rules for being a pain in the butt to implement.

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AKA Ambassador Tukufu, man of letters, tomb raider and Master Sword Sage
. . . and Sir Szymon val'Holryn, Order of the Phoenix
Formerly Sir Jaeger val'Holryn. Weilder of the Holy Avenger: Thonanos. Gave his soul to help free King Noen


Last edited by val Holryn on Wed Dec 16, 2015 5:42 pm, edited 1 time in total.

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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 5:36 pm 

Joined: Sun Sep 29, 2013 4:12 pm
Posts: 1036
val Holryn wrote:
with the new months used in the Blessed Lands arc I often am guessing if it's winter or spring so it's hard to say what is or is not harvestable as a GM.


Tangent...

Has there ever been a mapping given for the Blessed Lands months to the "old" calendar? It would be useful for ordering modules by campaign date (though some of them seem to be wrong (in Crusade arc, there are several modules that are out of order if you go by the given campaign date)).

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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 5:59 pm 
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I have a very rough calendar on my computer at home. The biggest issue seems to be that the Coryani Calendar has 13 months and the BL calendar has 12 months plus a few extra days.

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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 8:44 pm 

Joined: Sat Sep 28, 2013 6:45 pm
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Actually Eric, I've had to have my Mancatcher Staff repaired twice. Seams MOBs don't like being grappled by it. :oops:

As for the specifics of how to use crafting skills mid-mod, I just tossed that out for a suggestion. Other than herbalism, most of the crafting that would be available would be left to the players creativity. I noticed that mod writers have been adding artisan skill checks into mods for a while now. This would just be encouragement to think of mundane solutions over magical ones.

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Eric Hughes

There once was a gnome called Oozy,
Who kissed a Yaricite floozy.
But rather than wed,
She drowned him instead,
Now he is a Yaricite toosey!


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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 9:00 pm 
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Location: Portland OR
Okay. Repairing a man catcher staff makes sense. And if you have an hour or two of down time that should be a no brainer. Are you having a hard time with judges? Mostly I think you just need to change the haft which doesn't seem demanding to me.

I am also in favor of using a variety of skills to accomplish objectives in mods.

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Eric Gorman

AKA Ambassador Tukufu, man of letters, tomb raider and Master Sword Sage
. . . and Sir Szymon val'Holryn, Order of the Phoenix
Formerly Sir Jaeger val'Holryn. Weilder of the Holy Avenger: Thonanos. Gave his soul to help free King Noen


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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 9:08 pm 

Joined: Sat Sep 28, 2013 6:45 pm
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No I'm not having a hard time with judges. Rather, it is an issue of players not thinking out of the box.... i.e. the presumption if there isn't a rule for it you can't do it. If we think of our PC's as peaple trying to solve real problems without magic - most of the time then we get another perspective. My thought was to overcome this in the box thinking by expanding the box a little.

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There once was a gnome called Oozy,
Who kissed a Yaricite floozy.
But rather than wed,
She drowned him instead,
Now he is a Yaricite toosey!


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 Post subject: Re: Crafting Mid-Mod
PostPosted: Wed Dec 16, 2015 9:10 pm 

Joined: Sat Sep 28, 2013 6:45 pm
Posts: 632
To clarify, we have lots of rules for how to solve issues with magic. And a lot mental barriers about using non-magical means.

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Eric Hughes

There once was a gnome called Oozy,
Who kissed a Yaricite floozy.
But rather than wed,
She drowned him instead,
Now he is a Yaricite toosey!


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