| Mavrickindigo |
I have a character who wants to focus on crafting, but with the crafting rules, the player is worried that he'll invalidate his character if she's out of the loop crafting for months at a time. Is the timeline of the campaign lenient enough for such a character? any options out there for speeding up the crafting process or mitigating someone who is rafting with the stuff that's going on in this campaign?
| darkwarriorkarg |
Is this a character with a familiar? If so, the familiar should gain the valet template. Automatic 1/2 time. Then craft at double speed, reducing the time to 1/4.
But as your the GM, you get to set the pace. I believe the timeline was originallt set to 1 1/2 years for the AP from start to finish, but you can change that. It's what's been done in our ROTRL (we have 2 crafters, one is a cleric, so no familiar, but the wizard puts him to shame with a valet familiar and a wizard discovery to reduce time further).
William Sinclair
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The first three adventures are fairly lenient about downtime between them. But once you get the Fortress of the Stone Giants, if you follow the timeline, there isn't enough time for any effective crafting. You could have your PC craft on the trip (8 hours travel, 8 hours craft, 8 hours rest), but that would take them out of the watch rotation, and any random encounters could be a serious problem.
| darkwarriorkarg |
The first three adventures are fairly lenient about downtime between them. But once you get the Fortress of the Stone Giants, if you follow the timeline, there isn't enough time for any effective crafting. You could have your PC craft on the trip (8 hours travel, 8 hours craft, 8 hours rest), but that would take them out of the watch rotation, and any random encounters could be a serious problem.
You're crafting for the party. Who cares about watch rotation? Wizards (if tis is what the PC is) need their 8 hours of sleep. Unless they get a ring of sustenance, which I recommend (not really needed for clerics)
kaineblade83
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Agreed with William. You have a good amount of time early on but later the pace increases greatly.
As an aside;
William Sinclair
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| darkwarriorkarg |
** spoiler omitted **
In-game, we're preparing Sandpoint by organizing bat squads (two of us have leadership) to shepard the inhabitants to the smuggler's tunnels,, prepare scrolls and potions and clean up some loose ends.
As the GM portrayed the Lord Mayor of Magnimar as a complete corrupt sleezeball (we're in Montreal, we can relate), we opted to not ask for reinforcements, as that would invite him to effectively take over the administration of Sandpoint
But this is an aside. The GM can insert time at various points. And a wizard crafter has options that could wasily mean crafting at 1/4 (or less) the listed time.