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General Tabletop Discussion
*Dungeons & Dragons
Crafting System for gritty/slow natural healing settings
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<blockquote data-quote="GlassJaw" data-source="post: 7456286" data-attributes="member: 22103"><p>Wanted to start a "companion" thread to <a href="http://www.enworld.org/forum/showthread.php?649054-Gritty-Campaigns-How-you-play-one" target="_blank">this one</a>.</p><p></p><p>As I brainstorm on tweaks/house rules for my own low-magic/grim & gritty campaign, I've been debating dialing back on magical healing, possibly even removing healing spells. I'm still undecided on that but either way, I would like to have some additional non-magical healing options for players, especially ones that require spending resources other than spell slots.</p><p></p><p>What I'm really looking for is a decent crafting system, especially one that involves resource gathering. Unfortunately, the 5E crafting system is fairly minimal. I am certainly ok with an abstraction -I don't need a hyper-realistic system - but I do want something that the players can sink their teeth into, and perhaps even set goals based on things they may need to find while they journey.</p><p></p><p>I know systems like this get dangerously close to systems found in video games, where even "simple" systems are cumbersome and time-consuming for tabletop RPGs (and typically not all that fun).</p><p></p><p>I have the Adventures in Middle-Earth books and I really like the Journeys mechanic. One idea I had was to add another task called Forager that looks for herbs and plants for crafting.</p><p></p><p>I'm also open to grabbing something on DMs Guild to check out. Thanks!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7456286, member: 22103"] Wanted to start a "companion" thread to [URL="http://www.enworld.org/forum/showthread.php?649054-Gritty-Campaigns-How-you-play-one"]this one[/URL]. As I brainstorm on tweaks/house rules for my own low-magic/grim & gritty campaign, I've been debating dialing back on magical healing, possibly even removing healing spells. I'm still undecided on that but either way, I would like to have some additional non-magical healing options for players, especially ones that require spending resources other than spell slots. What I'm really looking for is a decent crafting system, especially one that involves resource gathering. Unfortunately, the 5E crafting system is fairly minimal. I am certainly ok with an abstraction -I don't need a hyper-realistic system - but I do want something that the players can sink their teeth into, and perhaps even set goals based on things they may need to find while they journey. I know systems like this get dangerously close to systems found in video games, where even "simple" systems are cumbersome and time-consuming for tabletop RPGs (and typically not all that fun). I have the Adventures in Middle-Earth books and I really like the Journeys mechanic. One idea I had was to add another task called Forager that looks for herbs and plants for crafting. I'm also open to grabbing something on DMs Guild to check out. Thanks! [/QUOTE]
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Crafting System for gritty/slow natural healing settings
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