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2024 Magic Items, Crafting, Etc
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<blockquote data-quote="Bushviper" data-source="post: 9484311" data-attributes="member: 7047663"><p>I have never liked stock D&D magic item creation rules so I scraped the myriad of options and compiled my own system. The details would result in an extremely long post so I'll keep it relatively simple.</p><p></p><p>In my game, item-crafting can be done one of two ways:</p><p></p><p>1. The first is similar to what 5e has put forth where making magic items is exclusively the domain of magic-users with gold and time being the primary gates that control the rate at which magic items are brought into the world.</p><p></p><p>However, the primary difference 5e and my system is that the process is considerably more expensive (gold) and success is not automatic. Checks are made at the halfway point and the end. Failures can extend the process (costing more time/gold) or end the process with a partial (or total) loss of investment.</p><p></p><p>2. The second system is the domain of artisans. The artisan does not need the ability to cast spells because they are re-shaping items with inherent magic. A prime example is an armorer (blacksmith) making dragonscale armor, but the process is not always as straightforward and can be more 'mystical.' Such as a jewelcrafter suffusing the blood of a demon into a necklace that gives it the ability to cast Darkness. Also, like with magic-users, the process requires skill checks.</p><p></p><p>The gate to this crafting method is the raw materials. Players have to find the types of items that would be useful for the items they want to craft. And be successful in gathering them. To facilitate that I also created a system of gathering from creatures. I know it sounds complicated, but it's fairly simple. The gathering system also incentivizes players to sometimes 'hunt' certain types of creatures if they want to make a specific type of item.</p><p></p><p>As I said, the details are far too many to post here, but there are also gates for the level of rarity players can make. I don't level-gate item rarity (which always felt "gamey" and dumb to me), but it's quite challenging (though not impossible) for players to craft an item that is not 'level-appropriate.'</p></blockquote><p></p>
[QUOTE="Bushviper, post: 9484311, member: 7047663"] I have never liked stock D&D magic item creation rules so I scraped the myriad of options and compiled my own system. The details would result in an extremely long post so I'll keep it relatively simple. In my game, item-crafting can be done one of two ways: 1. The first is similar to what 5e has put forth where making magic items is exclusively the domain of magic-users with gold and time being the primary gates that control the rate at which magic items are brought into the world. However, the primary difference 5e and my system is that the process is considerably more expensive (gold) and success is not automatic. Checks are made at the halfway point and the end. Failures can extend the process (costing more time/gold) or end the process with a partial (or total) loss of investment. 2. The second system is the domain of artisans. The artisan does not need the ability to cast spells because they are re-shaping items with inherent magic. A prime example is an armorer (blacksmith) making dragonscale armor, but the process is not always as straightforward and can be more 'mystical.' Such as a jewelcrafter suffusing the blood of a demon into a necklace that gives it the ability to cast Darkness. Also, like with magic-users, the process requires skill checks. The gate to this crafting method is the raw materials. Players have to find the types of items that would be useful for the items they want to craft. And be successful in gathering them. To facilitate that I also created a system of gathering from creatures. I know it sounds complicated, but it's fairly simple. The gathering system also incentivizes players to sometimes 'hunt' certain types of creatures if they want to make a specific type of item. As I said, the details are far too many to post here, but there are also gates for the level of rarity players can make. I don't level-gate item rarity (which always felt "gamey" and dumb to me), but it's quite challenging (though not impossible) for players to craft an item that is not 'level-appropriate.' [/QUOTE]
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