D&D 5E What do you want out of crafting rules?

Vael

Legend
Cue a very angry man.
I always go through stages of reading everything this man says like it's holy writ or getting overloaded by his ... flowery prose and just can't.

That said, this looks promising. I like the general assumptions and goals of this system.
 

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loverdrive

Prophet of the profane (She/Her)
I always go through stages of reading everything this man says like it's holy writ or getting overloaded by his ... flowery prose and just can't.

That said, this looks promising. I like the general assumptions and goals of this system.
The fact that he "obscures" swearing is the thing that puts me off the most. Like, dude, just write the bad words, or does your mother read your blog?
 

Maxperson

Morkus from Orkus
I want a reason to use the crafting rules. In most edition/games that I've seen rules for crafting in, the vast majority of the time it's faster and easier to just buy the thing than to gather together what you need to make it. Not just faster and easier, but safer as well, since you can generally fail the crafting roll and not even make what it is you are trying to craft.
 

dave2008

Legend
I want a reason to use the crafting rules. In most edition/games that I've seen rules for crafting in, the vast majority of the time it's faster and easier to just buy the thing than to gather together what you need to make it. Not just faster and easier, but safer as well, since you can generally fail the crafting roll and not even make what it is you are trying to craft.
maybe crafting rules are for games that don't have magic shops?
 


Maxperson

Morkus from Orkus
maybe crafting rules are for games that don't have magic shops?
I didn't read the whole thread, so I was under the impression that the crafting rules were for all types of crafting, not just magic items. My thought was more along the lines of why track down steel stock(if you don't have to make the steel itself) and a forge when you can just buy the longsword?

I prefer magic items to be found or given as rewards, not created or bought. If you can just buy them or make them, a lot of their mystery and allure goes away.
 

tetrasodium

Legend
Supporter
Epic
or to explain where the magic shops get things?
Or so a player can be an informed customer of a magic shop by proactively making intelligent purchasing requests rather "do you have a luckblade? what about a flametongue? What abbout a lifestealer, what about a ... what about a ...." The shopkeeper can by exension set reasonable expectations
 

dave2008

Legend
I didn't read the whole thread, so I was under the impression that the crafting rules were for all types of crafting, not just magic items. My thought was more along the lines of why track down steel stock(if you don't have to make the steel itself) and a forge when you can just buy the longsword?
I think that is how most players thinking. Crafting rules are for those you think differently?
I prefer magic items to be found or given as rewards, not created or bought. If you can just buy them or make them, a lot of their mystery and allure goes away.
Me too. I don't generally have magic shops in my settings. Magic items are rare and wonderous things that can't generally be bought and sold in most of my games.
 

DND_Reborn

The High Aldwin
Here is an example of what I am working on:
1614619164743.png

I'm not sure if this is what many people want (I haven't had time to read through the thread), I am really doing it for my own groups and my goal is to do all the magic items in the DMG.
 

dave2008

Legend
Here is an example of what I am working on:
View attachment 133527
I'm not sure if this is what many people want (I haven't had time to read through the thread), I am really doing it for my own groups and my goal is to do all the magic items in the DMG.
Very interesting and quite a monumental task. I think something like this would find a decent market on teh DMsGuild. I do have on suggestion:
It is stated that failing by 5 or more ruins the cloak. I think that seems a bit harsh, conversely, I don't see a drawback for simply failing. If you want degrees of failure, maybe something like this:
  • Failed check: increase time required by 50% (+25 days in this case)
  • Failed check by 5-9: double time & 2x cost (+50 days & +2000gp)
  • Fail by 10 or more: ruined
Thus, on a failure it can be recovered, but it may not be worth it (financially and time) to do so. It gives the player some agency and if you want to through in additional check, it is a gamble too.
 

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