D&D (2024) D&D Background and Origin Feat Article

The ingredients probably aren't magical, though.
Indeed, but we're not talking about buying the ingredients separately. We're talking about buying the finished - and enchanted - potion; and I'll go out on a limb and guess that Crafter doesn't give one the ability to brew potions.
 

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Indeed, but we're not talking about buying the ingredients separately. We're talking about buying the finished - and enchanted - potion; and I'll go out on a limb and guess that Crafter doesn't give one the ability to brew potions.
You assume incorrectly, as the rules for crafting healing potions are in the PHB. No doubt Alchemist tools will be a popular use of this Feat.
 

Wow; I can start with 62,5GP insted of 50? Epic...
20% discount does not really matter after 3rd level.
Those Crafting tables better be very good

Huh... I don't think that is RAI, but I like the idea of doing that, where a crafter character can start with a little more actual stuff.
 

You assume incorrectly, as the rules for crafting healing potions are in the PHB. No doubt Alchemist tools will be a popular use of this Feat.
I'm giving this one a +1 wait. We don't completely know how the crafting rules and the item list will work. There may be categories of things that are on the equipment lists that it doesn't apply to (such as holy water).
 

Far fewer things work like that in the revised rules we’ve seen so far than did in the 2014 rules. Indeed, even by Tasha’s far fewer things were working that way than did in early 5e. It just makes for smoother play to have the decision to reroll come after a roll has actually been made, which is why we started seeing more abilities designed that way later in 5e’s lifecycle and why almost all abilities where you had to decide before the roll have been changed to be after the roll in the revisions. Lucky seems to be a conspicuous exception.

Still catching up, so apologies if this was posited.

But if every other ability like this has been re-worked to happen after the roll... it is possible this is an error in the article, and not how the final ability will work.
 

I'm giving this one a +1 wait. We don't completely know how the crafting rules and the item list will work. There may be categories of things that are on the equipment lists that it doesn't apply to (such as holy water).
True, we don't k ow major details about tool usage (though we know the PHB has these new rules), crafting (though we k own the PHB has these new rules), magic item crafting (though we know the DMG has these new rules) and tje magic item economy (though we know that the DMG will have these new rules).

Major wait and see on what Crafter really means in practice, but it ties directly into new game rule elements we don't know about.
 


Also I miss the personality traits. The players loved rolling them (or choosing an interesting item) which usually enrichted their characters, especially with new players. It's not a big deal, you can simply make your own or use old background tables, but it would have been helpfull if the backgrounds would have included them.

I'm not too upset by those being gone. Yes, they could be helpful to new players but... well, they also could cause PROBLEMS with new players too.

See:
"Once I pick a goal, I become obsessed with it to the detriment of everything else in my life."
"I'm too greedy for my own good. I can't resist taking a risk if there's money involved."
"I can't resist swindling people who are more powerful than me."
"When I see something valuable, I can't think about anything but how to steal it."
"If there's a plan, I'll forget it. If I don't forget it, I'll ignore it."
"I turn tail and run when things look bad."
"I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure."
"My hatred of my enemies is blinding and unreasoning."
"I'd rather eat my armor than admit when I'm wrong."

Just for a few examples. Yes, each of those could be interesting if don't correctly and with the proper group, but these sort of inflexible, anti-social cues can also lead people to being nightmares at the table.
 


I'm a simulationist. Good representation of the setting is always my number one priority. In this case my preference aligns with yours.
D&D has always sucked at simulating anything real and certainly is not a "game designer game".

You spoil your own fun by peeking behind the curtain and bringing a magnifying glass to catch the strings and hatches, then gripe you can't enjoy the magic show.

Stop hitting yourself! And I don't mean that in the 2nd grade bully way. But all this is self-inflicted from obsessing over game design clearly isn't bringing you enjoyment.

You know who doesn't give a crap about G/N/S, disassociated mechanics, or whatever the modern Forge navel gazing terms are? The overwhelming majority that just roll up to have a good time and pretend to be an elf!



they prob.jpg
 

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