D&D (2024) 2024 Magic Items, Crafting, Etc

Whittling a wooden wand or painting a weapon sheathe on the back of a slow cart doesn't see unrealistic.

Now at some point you'd have to finish up the process at a town, barracks, or campsite. Id rule that.

But for 1 hour of a 24 hour process, not too bad.
That's a kind of timekeeping I'm just not going to worry about, and it's not what PT is suggesting.

If you imagine crafting magic items is the same as whittling, you do you.
 

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That's a kind of timekeeping I'm just not going to worry about, and it's not what PT is suggesting.

If you imagine crafting magic items is the same as whittling, you do you.
I meant

If a player wants to ask "Can I work on my crafting during the 3-hour cart ride from West Village to Port Town?", Id say yes.

But if they ask to do it on the 5 day cart ride from Port Town to Dorf Mountain, I'd say no.
 


this is a problem in class design 1st and then maybe the item design.

Once per turn is bad mechanic, it begs to find any exploit possible. for any class or any feature.

either rogue needs:

1. have sneak attack on every attack. 3.5e style, or

2. have sneak attack work only once on YOUR turn, not out of turn.

off-topic:
why does sneak attack only works with Ranged and Finesse weapons?
Do we really need one of the worst legacies of 4E for rogue?
They playtested this, got feedback from a sizable number of people that they really quite preferred the once per turn rather than once per round mechanic, and that's why we got once per turn. It's not an exploit, they acknowledged it in the playtest as intentional and talked about it in videos.
 

See, I have no problems with two characters working together to give the PC rogue a second sneak attack. That's great. That's teamwork. I mean, good grief, the cleric is giving up an action to cast Command, just to grant the rogue a second attack? That's fine. Got zero problem with that. Spending a relatively small amount of gold so I can get double sneak attacks pretty much whenever I want is just so good that it's default and it takes away that teamwork thing.

SInce when are rogues not dealing enough damage? :erm: Rogues are fine IME.
It's not pretty much whenever they want though. It's going to be a limited resource, sometimes very limited. The Command spell remains the better option, since it both triggers the extra sneak attack and makes a foe flee, for a first level spell slot.
 

It's a helpful summary, and the video has some good insights.

My three main takeaways from PT's discussion, though, are these:

1. The idea of a wizard crafting through short rests and while riding a horse is silly and just wouldn't fly at my table. YMMV but I cannot believe that is what's intended, and there is no need for it to be allowed.
I don't know about the horse thing but crafting through a short rest makes sense to me. Wait until they play an elf, which needs only 4 hours trance for a long rest and they craft for the other 4 hours. Or a thri-keen, which doesn't need any sleep for a long rest and they craft through the night.
 

The new rules don't seem too concerned with balanced play. Yes, they buffed a lot of martial stuff- but they also buffed full casters. Was anyone thinking they needed help?

Grumble.
In my opinion some full casters, like wizard, got slightly nerfed because some of their best spells were nerfed.
 


Nobody says potato.

I was saying potato...

As mentioned above, the 2024 version of the wand only lets you expend up to 3 charges, whereas the 2014 version lets you expend all 7 in one go if you want to.

The LMoP version is the same as the 2024 version.
If a wand is gonna be x price for a 1st level spell, then I'm only going to let that cast as 1st level. I'll charge more for a wand that can upcast.

I remember the wand of magic missiles being the warlock's go to "this needs to die" tool. 6 charges every 2 or so days, 8d4+8 damage with no roll, felt unbalanced. 3 charges at least limits things.
 

I was saying potato...
Ha!

If a wand is gonna be x price for a 1st level spell, then I'm only going to let that cast as 1st level. I'll charge more for a wand that can upcast.

I remember the wand of magic missiles being the warlock's go to "this needs to die" tool. 6 charges every 2 or so days, 8d4+8 damage with no roll, felt unbalanced. 3 charges at least limits things.
Exactly!
 

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