D&D (2024) D&D Beyond Article on Crafting

Yeah but what constitutes a day because in other videos they have mentioned crafting while adventuring expecialy the smaller items like low-level scrolls and healing potions. That makes me wonder is a day still considered an 8 hour work day or is it something else.
Hopefully, it's not 8 hours. That was one of those old school rules that maybe made sense from a simulationist standpoint, but really just seemed to punish players. "Oh, you want to craft your long sword +1? Well, that's going to be 3 months of crafting if you make the requisite checks. Unfortunately the party is adventuring without you during that time, unless you want to use your backup character. We need to keep the illusion of your character being hard at work crafting intact after all."
 

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There is a fundamental conflict in what people think crafting should be. There is simulationist - full plate requires a well equipped workshop, assistants, months of work and a full time professional master craftsman with at least 10 years experience. Or there is the gamist approach, as seen in 3rd edition and many video games. Full plate can be created by an adventurer in the field with a work bench, four iron ingots, and an at most one days work.

I don’t really see a way to thread the needle between the two.
How long does full plate take to make in a world with easy, unlimited magic? Where it can draw on techniques where plate has been made for THOUSDANDS of years? By dwarven artisans who hone their trade for hundreds of years compared to some real world schlub who maybe works the forge for 30 tops?

Most campaigns don't even last 75 days. Rules no one uses are worthless.
 


So something that was not mentioned but I kinda hoped they changed is the ability to craft during an adventure. If they say you can craft while you are at your camp or that a day of crafting is only 4 hours and not 8 then that changes a lot.
That’s the gamiest approach. The reality is there are a very large number of things that can’t practically be made whilst camping in the wilderness!
 

That’s the gamiest approach. The reality is there are a very large number of things that can’t practically be made whilst camping in the wilderness!
So, in a game where nearly every character class has magical abilities that they can use at will, does it really make sense to keep the crafting rules simulationist? I'd say no - it feels like trying to stuff a square peg in a round hole (or is that a round peg in a square hole? I always get it mixed up.)
 

So, in a game where nearly every character class has magical abilities that they can use at will, does it really make sense to keep the crafting rules simulationist? I'd say no - it feels like trying to stuff a square peg in a round hole (or is that a round peg in a square hole? I always get it mixed up.)
Something else you need magic for then.

Personally, I don’t see any problem with adventurers buying their stuff down the market. Got to provide employment for all those non-adventurers.
 

So something that was not mentioned but I kinda hoped they changed is the ability to craft during an adventure. If they say you can craft while you are at your camp or that a day of crafting is only 4 hours and not 8 then that changes a lot.
Stuff like this is DM discretion.

There are many things that can be made during a 1 hour Short Rest, especially temporary items that one kluges.
 

Wait,.does.this article mention anywhere how the crafting rule works with magic items? Like what if I wanted to forge/craft a Holy Avenger?
 



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