last day (15 days later) » 

21:08
Hello.
hi
comments seemed to be getting discussiony so I figured I'd set up a room
I actually just tried to summon you into the General channel. :)
I don't know if it worked or not.
how does that work?
21:10
@thedarkwanderer
If you're not on chat, doing that should send a ping to your notifications.
Always I am learning the basic site functionality ^^;
Same.
I only learned about headings like 2 months ago.
I think the biggest one for me was meta.rpg.stackexchange.com/questions/5373/…
I'd been writing longhand help center links to new users for months XD
21:13
Oh, holy crap.
So, a tip: calling someone a bad GM around here is a really good way to make them defensive and hostile, in general.
yah... that's fair.
Sometimes I'm not the best at the language things :/
sorry about that
I understand that you do things differently in your game, but that doesn't make my approach wrong, even if the designers agree with you and not me.
It's okay.
Also, I wouldn't be at all surprised if that section came from UC. I really hate that book.
XD
Yah, I'm pretty sure it's from there, but I can't find it so I'm leaving the source ambiguous for now
I've tried several times to turn the downtime rules into something that actually works, but they're just too weird and messy.
21:19
...wut
How does that even work?
I blow a horn, and suddenly one of my warehouses is full, but the mayor likes me less?
yep
or vice versa
at least vice versa kinda makes sense XD
but yah
So how do you deal with crafting? People just do it after the game starts or what?
It makes sense to like, actually trade stuff, but having a magic item do that kind of thing makes very little sense.
Typically, yeah.
If there's a kind of equipment that's hard to find, then crafters can get that using starting wealth even if it's not usually purchasable, but otherwise crafting has no use, pre-game.
Most mundane crafting by players is done with Fabricate or something similar, to speed things along.
And magical crafting is a clear tradeoff, where you spend time to gain money, effectively.
Ok, that's all pretty similar to our games. Crafters would tend to purchase 'raw materials' though when we did crafting only after the game started so we moved it to before with a limited amount of time for high-op games so people can tell our non-flaily GMs from the flaily ones.
I've never had that problem.
21:25
Are you talking about magical raw materials, or mundane ones?
Usually magical. Someone once did this for something weird with adamantine that resulted in a high turnover with a economic rogue build. But it was important that it was the raw materials for that guy, he didn't have any crafting skills.
I think he Fabricated it before selling it, and that was in game.
Aha. That's another thing that my (non-4e) groups typically don't allow.
?
buying supplies as a non-crafter?
Other than scrolls, we don't typically allow the purchase of 'raw materials' for magic items, other than the materials for a specific item.
Oh, yah, it's always for specific items
21:28
Like, you can buy the materials for a cloak of resistance, but you can only use those on a cloak of resistance.
Oh, okay.
I misunderstood.
I mean, we'd probably let you use the stuff for a cloak of resistance +5 for a cloak +3. The thing is, instead of buying their startiing magic items, they buy the materials for them and craft them once the game starts
You know, I bet it's cause we typically start at level 3.
Ah, I see.
Yeah, that wouldn't really fly in the games that I've played. There's never any time to craft right at the start.
?
what stops them?
The plot?
"I need stalwart adventurers to go deal with that necromancer before he raids the village!"
"Cool, I'm going to spend a couple days making stuff."
Our games typically start with something happening that can'e easily be put off for a few days like that.
makes sense.
alright, gonna head out. Have a nice day.
21:38
Peace.

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