Ilbranteloth
Explorer
Do people have any ideas on how to do this in 5e? Do you think it should be a player option in 5e?
I recall the RC had rules which broke down to a percentage chance to create an item based on your casting modifier, level, and I believe the level of spell that you were using to create an item.
2e had enchant an item and permanency spells for magical item creation. You also had to gather up some exotic items like the branch of oak tree which had been struck by lightning to create a wand of lightning (this is nonspecific, it could have been anything the DM determined). Presumably priests just threw an item on the altar and prayed a bunch for their items.
3e had the item creation feats and allowed you to make items to your heart's content as long as you had the money and experience points to pay for it.
4e, as I was just reminded, had a ritual that allowed you to create items. I believe they also had one to break down items so if you had an axe if thunder but really wanted a sword of frost you could perform the rituals and swap them about.
5e I think has some downtime rules (I'm drinking coffee in a cafe at the moment so can't check) and I believe they expanded in them in a UA.
At any rate, how do you deal with enchanting items in 5e? Have you brought back a system from an earlier edition? Do you use downtime as a means for item creation? Do you even allow PCs to create their own items?
Yes, I allow it. It's a complex and dangerous process in my campaign, with potential long-term effects.
It requires a number of skills (although you can pay others to do many of them), rare and usually expensive ingredients, time (although not as long as some of the items in 5e), and imposes Strength and Constitution drain, which takes at least 3 days to recover, although there's always a chance it will be permanent.
Earlier editions sometimes used XP as a cost, but that is of a limited deterrent, if at all, and also doesn't have much of an in-world relevance. My rules are based around the question: why aren't magic items more common? In addition, I wanted to support the old depiction of a wizard with a well stocked library and laboratory performing experiments in magic. This is also used for researching spells, developing material components, etc.
Another thing I don't care for in most systems is the idea that and adventurer, who is presumably spending most of their time adventuring, has enough time to make magic items, when the rest of society (including the local wizards) are not, since there isn't a thriving open market for them. The majority of them are made by wizards hired by the local Lords, or the ones doing so under duress to provide items for the Red Wizard's program to attempt to create a market for them (of course, nothing too powerful).
Because in addition to having the ability to make them, you have to risk something of value. The exhaustion approach is the same as energy drain in my campaign.
Despite the risks, since every player has multiple characters in the campaign, with many involved in downtime activities, there are always a couple making some magic items.