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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="Voadam" data-source="post: 9209812" data-attributes="member: 2209"><p>Here are the 5e crafting rules for mundane items out of Xanathar's. They are quick and easy to apply (no skill roll) while throwing in some possible plot complications. They tie crafting time to price so not super tied to how difficult a thing is to actually make.The system is mostly there for rarer magic items to take up a lot of time to craft while mundane items are fairly easy. The biggest impact I can see for mundane crafting is getting plate mail a little earlier at half price if you or your group takes up armorsmithing.</p><p></p><p>CRAFTING AN ITEM</p><p>A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.</p><p>Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.</p><p>Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item . A particularly tiny item , like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.</p><p>A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.</p><p>Proficiency</p><p>Herbalism kit</p><p>Leatherworker's tools</p><p>Smith's tools</p><p>Weaver's tools</p><p>Items</p><p>Antitoxin, potion of healing</p><p>Leather armor, boots</p><p>Armor, weapons</p><p>Cloaks, robes</p><p>If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.</p><p></p><p>***</p><p></p><p>Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.</p><p>CRAFTING COMPLICATIONS</p><p>d6 Complication</p><p>1 Rumors swirl that what you're working on is unstable and a threat to the community.*</p><p>2 Your tools are stolen, forcing you to buy new ones.*</p><p>3 A local wizard shows keen interest in your work and insists on observing you.</p><p>4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*</p><p>5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*</p><p>6 A competitor spreads rumors that your work is shoddy and prone to failure.*</p><p>* Might involve a rival</p><p></p><p>A longsword is 15 gp so smithing one would take .3 work weeks, so a couple days of downtime to save less than 8 gp. Plate mail is 1,500 gp so 3 work weeks to save 750 gp.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9209812, member: 2209"] Here are the 5e crafting rules for mundane items out of Xanathar's. They are quick and easy to apply (no skill roll) while throwing in some possible plot complications. They tie crafting time to price so not super tied to how difficult a thing is to actually make.The system is mostly there for rarer magic items to take up a lot of time to craft while mundane items are fairly easy. The biggest impact I can see for mundane crafting is getting plate mail a little earlier at half price if you or your group takes up armorsmithing. CRAFTING AN ITEM A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item . A particularly tiny item , like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples. Proficiency Herbalism kit Leatherworker's tools Smith's tools Weaver's tools Items Antitoxin, potion of healing Leather armor, boots Armor, weapons Cloaks, robes If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price. *** Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen. CRAFTING COMPLICATIONS d6 Complication 1 Rumors swirl that what you're working on is unstable and a threat to the community.* 2 Your tools are stolen, forcing you to buy new ones.* 3 A local wizard shows keen interest in your work and insists on observing you. 4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.* 5 A dwarf clan accuses you of stealing its secret lore to fuel your work.* 6 A competitor spreads rumors that your work is shoddy and prone to failure.* * Might involve a rival A longsword is 15 gp so smithing one would take .3 work weeks, so a couple days of downtime to save less than 8 gp. Plate mail is 1,500 gp so 3 work weeks to save 750 gp. [/QUOTE]
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