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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Crafting... can anyone make anything in 4E?
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<blockquote data-quote="WalterKovacs" data-source="post: 4314848" data-attributes="member: 63763"><p>The upcoming item book appears to be creating non-magical rituals in the from of 'recipes' for alchemy. They may similarly describe rules for crafting items in there as well.</p><p></p><p>In general, they already have rituals for creating magical items and repairing items. Both of those cost gp = items cost. So a crafting 'ritual' would effectively allow someone to by items 'at cost' [instead of at a mark-up]. To modify it from the original ritual and make it less magical, it is a requirement to have access to the right tools and materials. </p><p></p><p>The crafting rules thus have to be tied to the economy rules. Are things in the book sold as is? Or with a markup? Do you want to make it cheaper to craft than buy? Basically, the 'economy' is decided by the setting. You could make a craft check tied to the ritual [as other rituals are tied to skill checks]. Thus if someone is 'trained', they would be able to craft an item better. The skill check could reduce the cost of the item, making it mirror a negociation system for reducing an items cost if buying from a dealer.</p><p></p><p>Ultimately though, issues such as economy or crafting mundane items are ultimately up to campaign settings. The reason there are no rules for crafting are:</p><p></p><p>(A) There is a ritual for creating magic items, that crafts them. So you only lack mundane crafting</p><p></p><p>(B) There is a ritual for repairing mundane equipment. So, if you needed to replace certain items "on the go" you could basically buy a new one without going back to town</p><p></p><p>(C) If crafting requires a forge [or something else you can't carry around] ... there will likely be someone selling items [and that can craft for you].</p><p></p><p>So, ultimately, they lack rules for the PCs making something they could normally buy ... which is ultimately just a different way of buying stuff. [See also: buying magic items vs. crafting them through a ritual]. The DM [and players] determine the 'method' of aquiring items ... but ultimately, they spend the same ammount [more or less]. The most important rules are the cost, and they provide those.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4314848, member: 63763"] The upcoming item book appears to be creating non-magical rituals in the from of 'recipes' for alchemy. They may similarly describe rules for crafting items in there as well. In general, they already have rituals for creating magical items and repairing items. Both of those cost gp = items cost. So a crafting 'ritual' would effectively allow someone to by items 'at cost' [instead of at a mark-up]. To modify it from the original ritual and make it less magical, it is a requirement to have access to the right tools and materials. The crafting rules thus have to be tied to the economy rules. Are things in the book sold as is? Or with a markup? Do you want to make it cheaper to craft than buy? Basically, the 'economy' is decided by the setting. You could make a craft check tied to the ritual [as other rituals are tied to skill checks]. Thus if someone is 'trained', they would be able to craft an item better. The skill check could reduce the cost of the item, making it mirror a negociation system for reducing an items cost if buying from a dealer. Ultimately though, issues such as economy or crafting mundane items are ultimately up to campaign settings. The reason there are no rules for crafting are: (A) There is a ritual for creating magic items, that crafts them. So you only lack mundane crafting (B) There is a ritual for repairing mundane equipment. So, if you needed to replace certain items "on the go" you could basically buy a new one without going back to town (C) If crafting requires a forge [or something else you can't carry around] ... there will likely be someone selling items [and that can craft for you]. So, ultimately, they lack rules for the PCs making something they could normally buy ... which is ultimately just a different way of buying stuff. [See also: buying magic items vs. crafting them through a ritual]. The DM [and players] determine the 'method' of aquiring items ... but ultimately, they spend the same ammount [more or less]. The most important rules are the cost, and they provide those. [/QUOTE]
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Crafting... can anyone make anything in 4E?
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