Crafting and armor Costs

Nihm

First Post
I am DMing a group. My lvl 2 Dragonborn Paladin wants to take the scales from the dragonshield kobold warriors to make a suit of armor. But I can't find the craft mechanic anywhere.

Also, some of the armor pricing says 'special' in the gp column. But there is no description as to what 'special' means.

Help me out.
 

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I am DMing a group. My lvl 2 Dragonborn Paladin wants to take the scales from the dragonshield kobold warriors to make a suit of armor. But I can't find the craft mechanic anywhere.

There are no crafting mechanics. Have him spend the gp it would cost to buy scale mail on special parts and tools, time using a forge, etc., and say he made the armor in his downtime.

Also, some of the armor pricing says 'special' in the gp column. But there is no description as to what 'special' means.

See the "Price" entry on p. 214. The cost of the masterwork armors is included in the cost of the enchanted version. So +4 wyrmscale (the minimum enhancement bonus it can have) costs 45,000 gp assuming it's just the basic enhancement-bonus model.
 

The game now assumes that most PCs won't take weeks off from adventuring to make mundane items, so there are no rules for it in the core books. That doesn't mean they won't be included in a future supplement, but for now we're in house rule territory.

If the player really wants to wants to make it themselves, then off the top of my head your options are have a week or two of downtime, have that character absent for an adventure, or have some sort of skill challenge.

Personally, I'd remind the player that this will take a week or two, and have have the local blacksmith offer to make the suit up if the party just take care of this little problem...

In any case, the party should hopefully soon find magical armour superior to what anyone can craft with materials like kobold scales.

The 'special' refers to the masterwork armours. +4 and higher armours are never standard armour - that breaks the maths. Instead, there are two grades of masterwork for each armour category - one for all +4 and +5 armour, and one for all +6 armour. (The books don't explicitly enforce this, but the official FAQ makes it clear.)

Unfortunately, it seem that it is up to the DM how to enforce this - either enchanting armour past its enhancement bracket fails, or else it can upgrade the base armour. Also, the DM has to enforce that these masterwork armours cannot be used without being enchanted to the relevant standard. All in all it's a bit of a pain - IMO the rules should have included a default way of explaining all this.
 

The game now assumes that most PCs won't take weeks off from adventuring to make mundane items, so there are no rules for it in the core books. That doesn't mean they won't be included in a future supplement, but for now we're in house rule territory.

i always found this odd. In my games, the players assume they are taking weeks if not months off between adventures. We never saw Dungeon delving as something you do on a daily basis, or adventuring as a 40 hour work week job. You go on an adventure, there is significant downtime and you start craving adventure again or some story element moves the party onto more adventure.

The only time there isn't downtime is during a current adventure or in some multi-part adventure where story elements influence the party to keep going.
 

The only time there isn't downtime is during a current adventure or in some multi-part adventure where story elements influence the party to keep going.

Sounds a lot like my campaigns. Level 1 to Level 20 in 3 weeks. Doesn't leave a lot of downtime.

Note: That's ingame time, not real time... that'd be quite insane.
 

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