>From: Doug Meerschaert <[EMAIL PROTECTED]>
>
>Am I the only person who doesn't like how Craft is done?  I mean,
>there's no way to have a productive *day* of work...
>

I've only superficially paid attention to this thread but it seems to me 
that some of the situations addressed by craft (xxx) are best handled by 
off-stage time or npcs. Having a productive day of work by heroic characters 
involves rescuing damsels and saving planets, not building spaceships or 
blasters. I know that sounds a bit naive, but hey, it's also true in a 
general sort of way. I don't really know that this particular topic is 
deserved of being the burning issue that it has become.

1) The craft rules as presented in the SW rulebook are directly derived from 
the D&D craft rules. There is a big difference between the scale of item 
values between the two books. Off hand I'd suggest reducing the multiple of 
10 to 5 or 3 and be done with it.

2) The existing craft rules in D&D are a far cry from logical or consistent 
as well. I just chalk that up to first release problems. It seems to me that 
WotC was under a very restrictive deadline for releases last year so some of 
these minor errors snuck through. Ce la vie say I.

Let's not lose sight of the fact that this project is open and so anybody 
can do anything that they want. If Doug wants to spend an inordinate amount 
of time fixing a minor background problem then so be it. If the lizard wants 
a tech class then let him at it. OPEN people.

Thank you for your time.

Sedge

io Spam, jail Shub-niggurath

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