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2024 Players Handbook reveal: "New Crafting Rules"
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<blockquote data-quote="Chaosmancer" data-source="post: 9391817" data-attributes="member: 6801228"><p>Back to the actual point of crafting mechanics and the rules discussed. </p><p></p><p>1) I like that tools are getting specific actions in the PHB. Even if they are just copy-pasted from Xanathar's, so, so many DMs I have had over the years had no clue those rules existed, so it will be good for them to be front and center. </p><p></p><p>2) Collecting, combining and creating rules text for items is going to be very useful. For example, Winter Clothing had a mechanical effect, but you would only know that if you looked in the DMG under Extreme Cold. Getting all of these rules in one place, and giving us actual mechanical benefits for items will make them more integrated into the game. </p><p></p><p>3) The inclusion of the Map makes it possible we will see new items as well, which might help cover some gaps we had before in the list. I didn't even realize that I've never had player's buy a map until it was pointed out that there was no cost nor any benefit to them. Hopefully this also leads to a few things added to the list like materials. It is all well and good to say you need "half the cost of the item in materials" to craft something, but that ends up being very vague compared to being able to buy "two irong ingots, a bag of leather scraps, and X wood".</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9391817, member: 6801228"] Back to the actual point of crafting mechanics and the rules discussed. 1) I like that tools are getting specific actions in the PHB. Even if they are just copy-pasted from Xanathar's, so, so many DMs I have had over the years had no clue those rules existed, so it will be good for them to be front and center. 2) Collecting, combining and creating rules text for items is going to be very useful. For example, Winter Clothing had a mechanical effect, but you would only know that if you looked in the DMG under Extreme Cold. Getting all of these rules in one place, and giving us actual mechanical benefits for items will make them more integrated into the game. 3) The inclusion of the Map makes it possible we will see new items as well, which might help cover some gaps we had before in the list. I didn't even realize that I've never had player's buy a map until it was pointed out that there was no cost nor any benefit to them. Hopefully this also leads to a few things added to the list like materials. It is all well and good to say you need "half the cost of the item in materials" to craft something, but that ends up being very vague compared to being able to buy "two irong ingots, a bag of leather scraps, and X wood". [/QUOTE]
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