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7/10/2025, 9:35:57 AM
>>96051698
In practice there's almost no reason for player groups to engage in crafting. The average player group has the means to generate liquid assets far quicker than participating in any crafting economy, at which point the question becomes why the players would sacrifice their valuable character's time pursuing crafting instead of paying for others to do it for them.
The real life parallel is being a lawyer or doctor; at their insane pay grades it makes very little sense to do ordinary things for themselves. Why wouldn't you hire a maid to clean your house once a week? The same rationale applies to adventurer parties and most forms of crafting.
The sole exceptions to this are forms of crafting that are so vanishingly rare and provide uniquely compelling rewards such as crafting specific magical items in low magic settings, etc.
Whenever players in my games approach the subject of crafting I usually lead them towards instead buying property and investing their raw gold into hiring and retaining services of skilled tradesmen.
Using D&D's RAW it takes anywhere from one week to four weeks to craft a set of full plate depending on interpretation; instead you're far better off hiring the services of a quartermaster to ship in raw materials and multiple blacksmiths to create a streamlined manufactory for said full plate, which you can then sell for significant fiscal returns. In a pinch you can then retask those blacksmiths to build something you need/want at a steep discount.
Usually the circumstances where my player groups feel compelled to mess with crafting are during the first two-three sessions of a game where their characters lack significant personal funds and are trying to save money by crafting their own potions, etc.
In practice there's almost no reason for player groups to engage in crafting. The average player group has the means to generate liquid assets far quicker than participating in any crafting economy, at which point the question becomes why the players would sacrifice their valuable character's time pursuing crafting instead of paying for others to do it for them.
The real life parallel is being a lawyer or doctor; at their insane pay grades it makes very little sense to do ordinary things for themselves. Why wouldn't you hire a maid to clean your house once a week? The same rationale applies to adventurer parties and most forms of crafting.
The sole exceptions to this are forms of crafting that are so vanishingly rare and provide uniquely compelling rewards such as crafting specific magical items in low magic settings, etc.
Whenever players in my games approach the subject of crafting I usually lead them towards instead buying property and investing their raw gold into hiring and retaining services of skilled tradesmen.
Using D&D's RAW it takes anywhere from one week to four weeks to craft a set of full plate depending on interpretation; instead you're far better off hiring the services of a quartermaster to ship in raw materials and multiple blacksmiths to create a streamlined manufactory for said full plate, which you can then sell for significant fiscal returns. In a pinch you can then retask those blacksmiths to build something you need/want at a steep discount.
Usually the circumstances where my player groups feel compelled to mess with crafting are during the first two-three sessions of a game where their characters lack significant personal funds and are trying to save money by crafting their own potions, etc.
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