Considering the gold, time, and XP costs, and considering the underlying requirement for a masterwork item (which consumes gold and materials but comes with no creation guarantee), I think the risks of removing wealth out of the game are higher than introducing them into it. If you're spending currency AND experience to receive an item of equal value up front, where is the exploit?AlmightyTDawg wrote:The thing that's always going to exist about magical crafting is how easily it can be exploited. For all intents and purposes, crafting is creating wealth out of nowhere. It doesn't come with associated experience, in fact it involves taking experience away, so it has the capacity to be a real eyesore on any attempt to keep things within bounds - at least with players who are "me-first" or rules lawyerish in bent.
The limitations are already imposed with the costs required to create magic, which are not insignificant. We can always increase the cost requirements, but let's not compare the D&D crafting rules with the experiences we may have had with systems like ATS or CNR. They are not the same. There are virtually no costs in those systems (other than time and energy) out of the box, and thus the very real questions of "can I afford to create this?" or "should I create this?" are notably absent.AlmightyTDawg wrote:Basically, magical crafting is a bootstrapping methodology. And simply based on NPC tables or NPC lists, there has to be an implicit assumption that because someone "can" make something doesn't mean they do.
Perhaps to further safeguard against misuse, we can allow DMs to "unlock" or "lock"' crafting skills if someone is merely crafting goods with the intention of flooding the economy with items. Although, it's probably just easier to zero out their skill ranks or ban such individuals. Having been on numerous servers with crafting systems, I guess I'm just not that nervous about it. With careful thought on the placement and availability of resources, crafting won't/can't be abused and the challenges involved will make for a good time for many.
I completely agree. Let's build it and evaluate how it works taking as many safeguards as we can foresee. Let's use NWN1 to our advantage with the expectation that we'll have learned the valuable lessons for a clean start in NWN2.AlmightyTDawg wrote:I think Amar and the group have done a great job so far of trying to toe that line so far. I think they were very responsive to my points/critcism awhile ago, and at the very least, I think they deserve to have their proposal given a trial run through ALFA1 to try to learn some lessons for NWN2's campaign.
Perhaps the way to go is that through NWN1 require all magical crafting to be documented - things like Start Date, End Date, adventuring in between, quest details. Maybe we could get a sense of how individual crafters evolve/play along, and what trouble DMs have in making their decisions. I don't think we're going to get a heck of a lot more out of armchair quarterbacking Crafting - I think we need to make it happen and learn the lessons real-time.