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<blockquote data-quote="Guest 7037866" data-source="post: 9418477"><p>Well, although the rules in Xanathar's are lackluster, I'll point out crafting a healing potion isn't a full-time work week, it is a single day and 25 gp. For more powerful potions, yes it is longer and more expensive, but the process is (assumedly) simple enough that checks are not required, or the idea of "taking 10" is sufficient. There are special rules for healing potions on page 130 in Xanathar's.</p><p></p><p>Instead of "more time and more expensive", you could require an Intelligence (Herbalism kit) check. The DC for the power of the potion might be:</p><p></p><p>DC 10: Healing (common)</p><p>DC 15: Greater healing (uncommon)</p><p>DC 20: Superior healing (rare)</p><p>DC 25: Supreme healing (very rare)</p><p></p><p>The time element could be anything from a short rest, long rest, work day, or longer... whatever feels best and works for your campaign.</p><p></p><p>Anyway, the crafting rules in Xanathar's aren't really "painful" IMO so I'm not sure what you mean. Sure, they are very bland, uninspired, and incomplete... allowing too much "up to the DM" and winging it.</p><p></p><p>However, depending on the item, it should take time and while they might not lug around a forge themselves, they can pay a local smith to use theirs. In my current session, the PCs recovered a store of adamantine metal from some dwarven ruins. One PC has proficiency in smith's tools, but is not "skilled enough" to work with adamantine alone so during the winter months of downtime, worked with some dwarf smiths to fashion a suit of adamantine plate.</p><p></p><p>I didn't intentionally follow the crafting rules from Xanathar's, but looking back it worked out almost the same. Smith's tools, a quest, special materials, CR 5 monster (4-8 for uncommon items is the guideline). Not finding the armor, but getting to craft it instead, added value to actually having the tool proficiency.</p><p></p><p>Given your campaign, perhaps use something that is campaign-tailored/ themed? A rare, magical element which imbues items with magical properties? Make it a process more about the mysticism than the crafting? The quality of the element, perhaps it is processed, along with the amount, determines how powerful a magical item can be infused?</p><p></p><p>The element could be (occasionally) part of a quest or a reward given those helped, etc. Working the element into the item could require the appropriate tool proficiency for the crafting.</p><p></p><p>For example, a cloak of displacement is a rare item. The PCs defeat a displacer beast and want to make a cloak from its hide. As a rare item, the DC is 20.</p><ol> <li data-xf-list-type="ol">First a Wisdom (Survival) check for collecting the hide (proficiency in Leatherworker's tools grants advantage).</li> <li data-xf-list-type="ol">Followed by a Dexterity (or Intelligence?) (Weaver's tools) check to craft the cloak. Thread is made from the "magical element".</li> <li data-xf-list-type="ol">Finally, casting a couple spells such as <em>blur</em> and <em>mirror image</em> over the completed cloak, requiring a DC 20 spellcasting check in the process.</li> </ol><p>The tanning process might take a few days. Internet research would find a more reliable timeline. Making the cloak from the hide a day or two. The spellcasting just rounds. So, you might compress the timeframe to 1 workweek instead of the 10 that is the guidelines in Xanathar's.</p><p></p><p>The entire process can be as simple or complex as you want. FWIW, the above guidelines are something a friend of mine came up with for his games and a book on crafting items he was working on.</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9418477"] Well, although the rules in Xanathar's are lackluster, I'll point out crafting a healing potion isn't a full-time work week, it is a single day and 25 gp. For more powerful potions, yes it is longer and more expensive, but the process is (assumedly) simple enough that checks are not required, or the idea of "taking 10" is sufficient. There are special rules for healing potions on page 130 in Xanathar's. Instead of "more time and more expensive", you could require an Intelligence (Herbalism kit) check. The DC for the power of the potion might be: DC 10: Healing (common) DC 15: Greater healing (uncommon) DC 20: Superior healing (rare) DC 25: Supreme healing (very rare) The time element could be anything from a short rest, long rest, work day, or longer... whatever feels best and works for your campaign. Anyway, the crafting rules in Xanathar's aren't really "painful" IMO so I'm not sure what you mean. Sure, they are very bland, uninspired, and incomplete... allowing too much "up to the DM" and winging it. However, depending on the item, it should take time and while they might not lug around a forge themselves, they can pay a local smith to use theirs. In my current session, the PCs recovered a store of adamantine metal from some dwarven ruins. One PC has proficiency in smith's tools, but is not "skilled enough" to work with adamantine alone so during the winter months of downtime, worked with some dwarf smiths to fashion a suit of adamantine plate. I didn't intentionally follow the crafting rules from Xanathar's, but looking back it worked out almost the same. Smith's tools, a quest, special materials, CR 5 monster (4-8 for uncommon items is the guideline). Not finding the armor, but getting to craft it instead, added value to actually having the tool proficiency. Given your campaign, perhaps use something that is campaign-tailored/ themed? A rare, magical element which imbues items with magical properties? Make it a process more about the mysticism than the crafting? The quality of the element, perhaps it is processed, along with the amount, determines how powerful a magical item can be infused? The element could be (occasionally) part of a quest or a reward given those helped, etc. Working the element into the item could require the appropriate tool proficiency for the crafting. For example, a cloak of displacement is a rare item. The PCs defeat a displacer beast and want to make a cloak from its hide. As a rare item, the DC is 20. [LIST=1] [*]First a Wisdom (Survival) check for collecting the hide (proficiency in Leatherworker's tools grants advantage). [*]Followed by a Dexterity (or Intelligence?) (Weaver's tools) check to craft the cloak. Thread is made from the "magical element". [*]Finally, casting a couple spells such as [I]blur[/I] and [I]mirror image[/I] over the completed cloak, requiring a DC 20 spellcasting check in the process. [/LIST] The tanning process might take a few days. Internet research would find a more reliable timeline. Making the cloak from the hide a day or two. The spellcasting just rounds. So, you might compress the timeframe to 1 workweek instead of the 10 that is the guidelines in Xanathar's. The entire process can be as simple or complex as you want. FWIW, the above guidelines are something a friend of mine came up with for his games and a book on crafting items he was working on. [/QUOTE]
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