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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
crafting consumables, required resources, & meta-currency vrs "liquid" coin... why not blood?
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<blockquote data-quote="tetrasodium" data-source="post: 8071235" data-attributes="member: 93670"><p>Coins are a liquid asset that can be spent at any time & trade goods are effectively the same in nearly every case. non-liquid assets are things like that tavern the party won in a bet & most plot items, in the real world you might call them stocks/bonds, political favors, & any number of things. Having only liquid assets d&d winds up with players quickly moving from trying to afford basic gear to dropping the entire GDP of nations they sourced from what was practically their own backyard on a single item leading to much mocking over the years. It doesn't really matter if trying to avoid the mocking was involved in the logic behind leaving out crafting, but it <a href="https://www.enworld.org/threads/survey-results-1-broad-outlines.674041/post-8065008" target="_blank">seems</a> like a crafting system for magic items is important & likely allowing for a way to tie nonliquid assets to adventuring alongside gold rather than the whims of story & plot using the crafting system.</p><p> </p><p>While that's great for rare & special magic items where questing to go get the corrupted unicorn's horn or whatever to craft an item that's going to be around a long time, but consumables are less questworthy & often just turn into a reduced cost. Blood magic has been around in d&d for ages where it's usually involved in horrible rituals for capital E Evil, but is it really any more awful to make a potion of healing from the blood of a magical creature like a blink dog or hellhound than it is to skin a dragon & wear their scales as armor?</p><p></p><p>If there was a simple ritual/cantrip/whatever that allowed a player to extract the blood of a freshly deceased magical creature into an easily portable & trackable object like a "cr 1/4 bloodstone: or something from a cr1/4 blink dog as an example it could make both something players could sell back in town as well as allowing something like a potion of cure wounds to need 5CR worth of blood stones+$time/gold/whatever while a potion of greater healing might need 100CR of bloodstones that are CR5 or better in quality & so on as seems reasonable for a particular item. Meanwhile that really nice staff of whatever might need a chestfull of good quality bloodstones on top of that corrupted unicorn horn the party needs to quest for to make crafting something a little more involved than stopping at the blacksmith& dropping off a mountain of gold it turns into regularly checking in to</p><p>[spoiler="ask this"]</p><p>[ATTACH=full]124952[/ATTACH][/spoiler]</p><p>& feel like they made some progress towards a goal if they squeeze some out of a trade while having the side effect of potentially not having adventurers spending the entire gdp of entire nations on a regular basis as sort of a secondary currency separate from the coins used to buy normal & not so rare magical stuff.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8071235, member: 93670"] Coins are a liquid asset that can be spent at any time & trade goods are effectively the same in nearly every case. non-liquid assets are things like that tavern the party won in a bet & most plot items, in the real world you might call them stocks/bonds, political favors, & any number of things. Having only liquid assets d&d winds up with players quickly moving from trying to afford basic gear to dropping the entire GDP of nations they sourced from what was practically their own backyard on a single item leading to much mocking over the years. It doesn't really matter if trying to avoid the mocking was involved in the logic behind leaving out crafting, but it [URL='https://www.enworld.org/threads/survey-results-1-broad-outlines.674041/post-8065008']seems[/URL] like a crafting system for magic items is important & likely allowing for a way to tie nonliquid assets to adventuring alongside gold rather than the whims of story & plot using the crafting system. While that's great for rare & special magic items where questing to go get the corrupted unicorn's horn or whatever to craft an item that's going to be around a long time, but consumables are less questworthy & often just turn into a reduced cost. Blood magic has been around in d&d for ages where it's usually involved in horrible rituals for capital E Evil, but is it really any more awful to make a potion of healing from the blood of a magical creature like a blink dog or hellhound than it is to skin a dragon & wear their scales as armor? If there was a simple ritual/cantrip/whatever that allowed a player to extract the blood of a freshly deceased magical creature into an easily portable & trackable object like a "cr 1/4 bloodstone: or something from a cr1/4 blink dog as an example it could make both something players could sell back in town as well as allowing something like a potion of cure wounds to need 5CR worth of blood stones+$time/gold/whatever while a potion of greater healing might need 100CR of bloodstones that are CR5 or better in quality & so on as seems reasonable for a particular item. Meanwhile that really nice staff of whatever might need a chestfull of good quality bloodstones on top of that corrupted unicorn horn the party needs to quest for to make crafting something a little more involved than stopping at the blacksmith& dropping off a mountain of gold it turns into regularly checking in to [spoiler="ask this"] [ATTACH type="full" alt="1598068658522.png"]124952[/ATTACH][/spoiler] & feel like they made some progress towards a goal if they squeeze some out of a trade while having the side effect of potentially not having adventurers spending the entire gdp of entire nations on a regular basis as sort of a secondary currency separate from the coins used to buy normal & not so rare magical stuff. [/QUOTE]
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crafting consumables, required resources, & meta-currency vrs "liquid" coin... why not blood?
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