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<blockquote data-quote="Guest 6801328" data-source="post: 6867387"><p>It looks like the main thing the Artificer gives you is the ability to, as a ritual, trade a memorized spell for one of a few unmemorized ones. So in effect expands your list of known spells, with some extra hoops to jump through.</p><p></p><p>The more I think about what I want my crafting to look like the more it feels like an entire sub-system, nearly as complex as spellcasting itself. What I'm going for is a class that knows how to scavenge rare ingredients while adventuring, and then during downtime is able to turn those into potions. What limits the power is that you can only make a finite number of potions, and only during downtime, so they're "worse" than Long Rest powers. </p><p></p><p>Also, I'm specifically going for the concept of a witch brewing strange and exotic ingredients, with "magic" being the lesser ingredient. In contrast with "casting a spell" on some liquid. Thus the scavenging part is integral.</p><p></p><p>The current iteration of my scavenging rules, which are a bit more complicated than I want, work this way:</p><p>1) When you have access to a fresh corpse of type Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, Monstrositie, Ooze, or Plant you may spend 10 minutes and make a Nature roll vs. 10 + the Challenge Rating of the monster.</p><p>2) On a success you extract 1d10 * Challenge Rating "gold" worth of parts. </p><p>3) You may only make one attempt per specific monster type (meaning "Fire Giant" not Giants in general) until the next Down Time</p><p>4) The value of the parts may only be applied to the cost of making potions during Down Time; they have no value on the open market. The price in gold is only really relevant if you want to buy the ingredients because you couldn't scavenge them.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6867387"] It looks like the main thing the Artificer gives you is the ability to, as a ritual, trade a memorized spell for one of a few unmemorized ones. So in effect expands your list of known spells, with some extra hoops to jump through. The more I think about what I want my crafting to look like the more it feels like an entire sub-system, nearly as complex as spellcasting itself. What I'm going for is a class that knows how to scavenge rare ingredients while adventuring, and then during downtime is able to turn those into potions. What limits the power is that you can only make a finite number of potions, and only during downtime, so they're "worse" than Long Rest powers. Also, I'm specifically going for the concept of a witch brewing strange and exotic ingredients, with "magic" being the lesser ingredient. In contrast with "casting a spell" on some liquid. Thus the scavenging part is integral. The current iteration of my scavenging rules, which are a bit more complicated than I want, work this way: 1) When you have access to a fresh corpse of type Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, Monstrositie, Ooze, or Plant you may spend 10 minutes and make a Nature roll vs. 10 + the Challenge Rating of the monster. 2) On a success you extract 1d10 * Challenge Rating "gold" worth of parts. 3) You may only make one attempt per specific monster type (meaning "Fire Giant" not Giants in general) until the next Down Time 4) The value of the parts may only be applied to the cost of making potions during Down Time; they have no value on the open market. The price in gold is only really relevant if you want to buy the ingredients because you couldn't scavenge them. [/QUOTE]
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