What about the idea which at first looks pretty cool but end-up at worst not bringing anything to the game at worst being boring to play ?

  • DrakeRichards@lemmy.world
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    1 year ago

    As a GM, basically any artificer / inventor. They only fit into very specific settings, so they’re very out of place in most games. If the system has light rules for inventions, the player thinks they can create anything, and I have to constantly fight them to stop trying to one-up the other characters. If the system has robust invention rules, these characters don’t generally get to invent anything since so much downtime and resources are required.

    • HipsterTenZero@dormi.zone
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      1 year ago

      From the player’s perspective this is a rough one as well. There’s nothing more disappointing than to roll up a crafty character only to discover that the campaign has break-neck pacing to prevent rest spam, but also incidentally preventing any downtime for crafts.

      • RebekahWSD@lemmy.world
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        1 year ago

        This was a problem for Mad Scientists in Deadlands. Some builds took months or years to create, and when time is of the essence, no new toys for you, scientist!

      • Longwing@wandering.shop
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        1 year ago

        @HipsterTenZero @DrakeRichards

        Very much this. It’s basically the “hacker movie” problem in tabletop form. Actual making involves a ton of time and most of it is boring (even if the results are amazing). It’s very difficult to translate this into the pace of a story while still making it interesting. To do so you often have to engage in flights of complete fancy, like the competitive code writing scenes in hacker movies.

        • KISSmyOS@lemmy.world
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          1 year ago

          Shadowrun does this right.
          The hacker sees a virtual representation of what the group faces, can interact with it in real time, and is in actual mortal danger along with everyone else, even while sitting at home.

    • anlumo@ttrpg.network
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      1 year ago

      It’s especially bad in D&D5e, where the artificer can create any common magical item, but it has to be selected at level up and can’t be changed, and since the game is so focused on High Fantasy, all of the common magic items are completely worthless, since the interesting stuff happens at higher rarety. In the end the system makes the Artificer a reskinned magic user where everything is worse than a plain sourcerer.

    • tissek@ttrpg.network
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      1 year ago

      Or if they have robust invention rules the player playing the inventor knows exactly everything about them and how to exploit them.

    • KISSmyOS@lemmy.world
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      1 year ago

      For this reason (and others) I like to house-rule that leveling up takes a set (long) amount of in game time.