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General Tabletop Discussion
*Dungeons & Dragons
Crafting poison
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<blockquote data-quote="Li Shenron" data-source="post: 7098373" data-attributes="member: 1465"><p>If I remember right, the PHB or DMG don't have a specific section of the rules for crafting poisons, but why not just using the <strong>Downtime</strong> rules in the DMG for crafting any object?</p><p></p><p>Just notice that, unlike the description of Poisoner's Kit in the <strong>Tools</strong> section of the PHB (which mentions only the benefit of being proficient i.e. adding proficiency bonus), the Downtime rules for crafting actually <em>require </em>proficiency in order to be able to craft items of that type.</p><p></p><p>A better possibility is to instead use the expanded Downtime rules (from the UA article) for crafting, which carry complications. Or as an alternative, for poisons you could even use the rules for crafting magic items instead of those for non-magic items, or mix the two as to link the gathering of ingredients to encounters.</p><p></p><p>If you want to have more control on how much poison is crafted by the character, you can always later restrict the availability of the ingredients. Just make a deal with the player, that you'll allow poisoncrafting but reserve yourself the rights to slow it down later if it becomes too powerful.</p><p></p><p>As an even further possible complication, in the 3e era we used some house rules on <em>expiration dates</em> (not just for poisons but also for magic potions), which basically meant that you couldn't amass too many doses of them because they would simply lose effect after a while. If you don't mind a bit of loss of suspension of disbelief, such rules could be simplified into a maximum number of doses a character can own at any time (narrated as the character crafting replacements when the oldest doses expire).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7098373, member: 1465"] If I remember right, the PHB or DMG don't have a specific section of the rules for crafting poisons, but why not just using the [B]Downtime[/B] rules in the DMG for crafting any object? Just notice that, unlike the description of Poisoner's Kit in the [B]Tools[/B] section of the PHB (which mentions only the benefit of being proficient i.e. adding proficiency bonus), the Downtime rules for crafting actually [I]require [/I]proficiency in order to be able to craft items of that type. A better possibility is to instead use the expanded Downtime rules (from the UA article) for crafting, which carry complications. Or as an alternative, for poisons you could even use the rules for crafting magic items instead of those for non-magic items, or mix the two as to link the gathering of ingredients to encounters. If you want to have more control on how much poison is crafted by the character, you can always later restrict the availability of the ingredients. Just make a deal with the player, that you'll allow poisoncrafting but reserve yourself the rights to slow it down later if it becomes too powerful. As an even further possible complication, in the 3e era we used some house rules on [I]expiration dates[/I] (not just for poisons but also for magic potions), which basically meant that you couldn't amass too many doses of them because they would simply lose effect after a while. If you don't mind a bit of loss of suspension of disbelief, such rules could be simplified into a maximum number of doses a character can own at any time (narrated as the character crafting replacements when the oldest doses expire). [/QUOTE]
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