D&D (2024) 2024 Players Handbook reveal: "New Crafting Rules"

Sorry if I was unclear, I was talking about the second picture, the picture of armour types.

I'm fine with everything in the Eberron picture - I'm fine with some armour being fantastical too - I just don't think the "example equipment" armour pics should be more than mildly to moderately fantastical and particularly not the "dumb, bland, generic" kind.
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That "cat" lookslike it has a little not quite cat going on & is decked out like an adventurer. Maybe it's a druid given all the flowers? It's also not the only prosthetic limb in that video, there was an arm on the right side of the frame at about 1:40 in the video. Also if you zoom in on
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I'mnot able to rule out the idea that said "cat" is standing about knee height beside a size mediumknife eared elven wizard
 

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I used my own crafting rules right now and I allow every player to select a bonus toolset at level 1. I treat the tools exactly as skills and they can use their prof bonus plus skill and can gain expertise in the toolset.

I allow the creation of masterwork gear that requires special components or metals etc.
 

Agree 100%. The absolute last thing I want to see from a crafting system is videogame-style prescriptive lists of ingredients. Generally what the ingredients might be and how much they might cost, sure.

If they do costs I pray they sanity-check them so they're not either higher than just buying the item and/or so close that they effectively suggest blacksmiths etc. are selling stuff "at cost". I mean, they'll probably be fine, but I've seen a few crafting systems in TT RPGs which definitely failed that test.
Having a standardized set of generic widgets though means that the GM can use them as treasure without needing to explain "by the way guys/ that 50gp diamond/pearl is useful for x spell". We don't have enough details to know if they are item specific fluff or a list of items that can be used in a variety of similarly powerful items that would be useful for treasure purposes.
 

Having a standardized set of generic widgets though means that the GM can use them as treasure without needing to explain "by the way guys/ that 50gp diamond/pearl is useful for x spell". We don't have enough details to know if they are item specific fluff or a list of items that can be used in a variety of similarly powerful items that would be useful for treasure purposes.
It literally always ends badly. I've never seen it not end badly. It's not even good in videogames.

Just make things worth money to achieve the same effect.

EDIT - I guess you could split the difference with broad categories like "metal", "wood", "leather", "gem" and so on, and giving them GP values. So to make a magic sword I need 4000gp of metal and 1000 gp of wood/leather/gems, say.
 

We should remember some 3PPs showed as hunt pieces could be used as ingredients for crafting.

Will we see the return of "residium" to craft magic items?

Could cheaper magic item be possible, with any handicap? For example cooking working as healing potions but they should be eaten in the next hour (and the potions can work for years), or suffering some ethilic intoxication.
 

It literally always ends badly. I've never seen it not end badly. It's not even good in videogames.

Just make things worth money to achieve the same effect.
Sure would make it more interesting when players find those doodads if they know they are not just a lot of characters for some gold once sold or traded... More exciting if they could be applied to a variety of things. Granted it's hard to be optimistic given the lack of any sort of details
 



It literally always ends badly. I've never seen it not end badly. It's not even good in videogames.

Just make things worth money to achieve the same effect.

EDIT - I guess you could split the difference with broad categories like "metal", "wood", "leather", "gem" and so on, and giving them GP values. So to make a magic sword I need 4000gp of metal and 1000 gp of wood/leather/gems, say.
For me, I tell a player that who wants to do this in game that they need to commit to it. This means building or allying with a group that can provide materials to you. You may even employ a team of apprentices and journeymen to assist with crafting.

I tend to handwave the acquisition at that point unless it is magic items and then it depends on if they need to adventure to find a rare material.
 

Glad they finally decided to put some effort into this. I hope it helps the Venn diagram of "players who care about crafting" and "players who haven't already found or created a crafting system for their games".

For myself, I can't see this as better than my Level Up plus other stuff honebrew, but good on 'em!
 

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