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Crafting / Magical Item sales in 5e
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<blockquote data-quote="77IM" data-source="post: 6515070" data-attributes="member: 12377"><p>I like the idea of allowing Common items to be made without the feat and just with proficiency. That seems like a good compromise so that PCs who want to scribe scrolls or brew potions can do so. I'd allow crafting of certain Uncommon items too (potions, scrolls, wands and wondrous items) with just proficiency. Those things are so expensive I think the gold and time required are the bigger limiting factor.</p><p></p><p>Actually you could make recipes the limiting factor. Maybe without the feat, you NEED a recipe to craft anything, and then you only make it easy to find recipes for Common items and much harder to find recipes for other items. With the feat, you can craft anything, it's just easier with recipes.</p><p></p><p></p><p>Well, the cost is time, gold, having an artificer's tools, having artificer's tools proficiency (which is not free, but is pretty easy to get), having the right recipe, having high enough caster level, and knowing the right spells. A feat costs two ability score points -- spending ability score points for the option to ALSO spend copious gold and time sounds like a really bad investment to me. You could soften this cost by making it one of those feats that also gives +1 to an ability score (maybe a choice of Int, Wis, or Cha).</p><p></p><p>I really like the idea that having the feat give you free recipes. I'd go so far as to give out one per level of the player's choice (provided it is an item they have the caster level and spell prerequisites for). Since you have full control over the recipe and the amount of gold the PCs have, to me it seems better to hand out more opportunities for crafting rather than less.</p><p></p><p>This is the kind of thing you might run past your players. If nobody wants to take those feats (because they could be taking +2 to the ability score that sets their spell save DCs and spell attack rolls) then you might want to power them up.</p><p></p><p></p><p></p><p>That's an interesting question. My gut says, you've put way more thought into this than me, so you'll probably be fine.</p><p></p><p>Items I would watch out for are:</p><p></p><p>1. Items that set your ability score to a number. Look out for a physically weak cleric who intends to buy <em>gauntlets of ogre strength</em> for example. They can dump Str and put those points elsewhere and come out way ahead even though they needed to buy the feat. </p><p></p><p>Attunement puts a limit on this sort of abuse but it could still be min-maxed.</p><p></p><p>2. I forget, do wands require attunement? If not, that could be an easy way to radically increase the number of spells the group is slinging.</p><p></p><p>In addition, I think wands can be used by any character now. So this could increase the number of Concentration spells in play during a given encounter, if non-casters are able to start concentrating on things.</p><p></p><p>3. Consumable items with powerful effects, such as elemental gems or certain potions. If PCs are crafting them, they may be more willing to use them. These items tend to be cheap, and highly situational, so you may find that those situations are no longer as much of a challenge.</p><p></p><p>4. I actually wouldn't worry too much about +1, +2, or +3 weapons and armor. You should be able to compensate by just making the encounters harder. The exception is if it creates intra-party imbalance. For example maybe the wizard outfits the fighter with +3 great sword, and now the party monk feels inadequate. You can compensate by handing out magic items (maybe the monk gets +3 "handwraps" or something) but you may find yourself in an arms race against the item crafters.</p><p></p><p>If you have solid gold-by-level guidelines it should cure most of this, but still be wary of, say, peer pressure causing the group to sell the +3 handwraps and use the proceeds to craft the fighter +3 plate armor.</p><p></p><p>5. Custom items. If you let players invent new items they may (intentionally or not) ask for permission to create things that are subtly overpowered. There's no general solution to this problem, but, it sounds like you've got a really good handle on magic item power levels, so I'm guessing this won't be a huge problem for you.</p></blockquote><p></p>
[QUOTE="77IM, post: 6515070, member: 12377"] I like the idea of allowing Common items to be made without the feat and just with proficiency. That seems like a good compromise so that PCs who want to scribe scrolls or brew potions can do so. I'd allow crafting of certain Uncommon items too (potions, scrolls, wands and wondrous items) with just proficiency. Those things are so expensive I think the gold and time required are the bigger limiting factor. Actually you could make recipes the limiting factor. Maybe without the feat, you NEED a recipe to craft anything, and then you only make it easy to find recipes for Common items and much harder to find recipes for other items. With the feat, you can craft anything, it's just easier with recipes. Well, the cost is time, gold, having an artificer's tools, having artificer's tools proficiency (which is not free, but is pretty easy to get), having the right recipe, having high enough caster level, and knowing the right spells. A feat costs two ability score points -- spending ability score points for the option to ALSO spend copious gold and time sounds like a really bad investment to me. You could soften this cost by making it one of those feats that also gives +1 to an ability score (maybe a choice of Int, Wis, or Cha). I really like the idea that having the feat give you free recipes. I'd go so far as to give out one per level of the player's choice (provided it is an item they have the caster level and spell prerequisites for). Since you have full control over the recipe and the amount of gold the PCs have, to me it seems better to hand out more opportunities for crafting rather than less. This is the kind of thing you might run past your players. If nobody wants to take those feats (because they could be taking +2 to the ability score that sets their spell save DCs and spell attack rolls) then you might want to power them up. That's an interesting question. My gut says, you've put way more thought into this than me, so you'll probably be fine. Items I would watch out for are: 1. Items that set your ability score to a number. Look out for a physically weak cleric who intends to buy [i]gauntlets of ogre strength[/i] for example. They can dump Str and put those points elsewhere and come out way ahead even though they needed to buy the feat. Attunement puts a limit on this sort of abuse but it could still be min-maxed. 2. I forget, do wands require attunement? If not, that could be an easy way to radically increase the number of spells the group is slinging. In addition, I think wands can be used by any character now. So this could increase the number of Concentration spells in play during a given encounter, if non-casters are able to start concentrating on things. 3. Consumable items with powerful effects, such as elemental gems or certain potions. If PCs are crafting them, they may be more willing to use them. These items tend to be cheap, and highly situational, so you may find that those situations are no longer as much of a challenge. 4. I actually wouldn't worry too much about +1, +2, or +3 weapons and armor. You should be able to compensate by just making the encounters harder. The exception is if it creates intra-party imbalance. For example maybe the wizard outfits the fighter with +3 great sword, and now the party monk feels inadequate. You can compensate by handing out magic items (maybe the monk gets +3 "handwraps" or something) but you may find yourself in an arms race against the item crafters. If you have solid gold-by-level guidelines it should cure most of this, but still be wary of, say, peer pressure causing the group to sell the +3 handwraps and use the proceeds to craft the fighter +3 plate armor. 5. Custom items. If you let players invent new items they may (intentionally or not) ask for permission to create things that are subtly overpowered. There's no general solution to this problem, but, it sounds like you've got a really good handle on magic item power levels, so I'm guessing this won't be a huge problem for you. [/QUOTE]
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