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Crafting / Magical Item sales in 5e
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<blockquote data-quote="77IM" data-source="post: 6514366" data-attributes="member: 12377"><p>Have you seen the item crafting rules in the DMG? These are similar -- more detailed in some ways, although also more powerful (these rules craft items 10x faster than the DMG rule).</p><p></p><p>I like your use of Caster Level and how you relate it to rarity and to the spells involved. That's kind of brilliant actually, in the way that it gives finer granularity to item pricing without introducing a new power scale. You might consider using Spell Level instead, since "caster level" isn't really a thing in 5E. This won't give you as fine-grained a price as Caster Level but is still better than the five vague categories of item rarity.</p><p></p><p>Also check out the idea of "recipes" in the DMG. It's not really very deeply explained but it means each item needs certain special ingredients, or possible has to be crafted at a special time or place. In your campaign, I would use recipes as an additional factor in the magical economy and a way to regulate PC item creation. Like, if the PCs want to make a <em>cloak of invisibility</em> and this requires liquid starlight and the elves of the Gloomwood have a monopoly on liquid starlight and also have a fire giant problem, well now I think you have an adventure hook.</p><p></p><p>You can also go with a half-way solution: if you have the ingredients, making the item is much cheaper/faster than without. This makes ingredients kind of a treasure option. For example, if the party slays a red dragon, maybe they can cut out its tongue and use it to make a <em>flame tongue</em>. (betcha didn't see that one coming.) I think we've all seen PCs eager to carve up monsters for parts. One easy way to do this is to say that the monster part counts as X gp worth of magic item raw materials if it's used to make the right sort of item, or you can sell the parts for half that price.</p><p></p><p>A feat is a REALLY steep cost in 5e. If you require a feat for crafting, I'd make only a single feat allow the crafting of ALL items. What I like better, is to make "artificer's tools" a tool set that you can be proficient in. The lab setup you describe would basically be that tool set. (See alchemist's tools for an example.) Tool proficiencies are cheap. THEN, provide a feat that makes you much better at using the artificer's tools. Basically so people just the tool proficiency can feasibly make low-level items (and this would include all the people brewing potions, scribing scrolls, and making <em>+1 longswords</em> on commission), and people with the feat would be true masters, capable of making higher-level items within a reasonable cost and time-frame.</p></blockquote><p></p>
[QUOTE="77IM, post: 6514366, member: 12377"] Have you seen the item crafting rules in the DMG? These are similar -- more detailed in some ways, although also more powerful (these rules craft items 10x faster than the DMG rule). I like your use of Caster Level and how you relate it to rarity and to the spells involved. That's kind of brilliant actually, in the way that it gives finer granularity to item pricing without introducing a new power scale. You might consider using Spell Level instead, since "caster level" isn't really a thing in 5E. This won't give you as fine-grained a price as Caster Level but is still better than the five vague categories of item rarity. Also check out the idea of "recipes" in the DMG. It's not really very deeply explained but it means each item needs certain special ingredients, or possible has to be crafted at a special time or place. In your campaign, I would use recipes as an additional factor in the magical economy and a way to regulate PC item creation. Like, if the PCs want to make a [i]cloak of invisibility[/i] and this requires liquid starlight and the elves of the Gloomwood have a monopoly on liquid starlight and also have a fire giant problem, well now I think you have an adventure hook. You can also go with a half-way solution: if you have the ingredients, making the item is much cheaper/faster than without. This makes ingredients kind of a treasure option. For example, if the party slays a red dragon, maybe they can cut out its tongue and use it to make a [i]flame tongue[/i]. (betcha didn't see that one coming.) I think we've all seen PCs eager to carve up monsters for parts. One easy way to do this is to say that the monster part counts as X gp worth of magic item raw materials if it's used to make the right sort of item, or you can sell the parts for half that price. A feat is a REALLY steep cost in 5e. If you require a feat for crafting, I'd make only a single feat allow the crafting of ALL items. What I like better, is to make "artificer's tools" a tool set that you can be proficient in. The lab setup you describe would basically be that tool set. (See alchemist's tools for an example.) Tool proficiencies are cheap. THEN, provide a feat that makes you much better at using the artificer's tools. Basically so people just the tool proficiency can feasibly make low-level items (and this would include all the people brewing potions, scribing scrolls, and making [i]+1 longswords[/i] on commission), and people with the feat would be true masters, capable of making higher-level items within a reasonable cost and time-frame. [/QUOTE]
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