D&D (2024) D&D Beyond Article on Crafting

But their tools are highly specialised and useless for anything else.

Unlike the farmer, who probably has a tool for pretty much anything. Consider a spade. There is all sorts of stuff you can do with a spade.
You would be surprised, there would I imagine, be a lot of crossover between cobblers and harness makers. Though both would have specialised tools not used by the other.
 

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Something else you need magic for then.

Personally, I don’t see any problem with adventurers buying their stuff down the market. Got to provide employment for all those non-adventurers.
It's much easier to just have stuff in markets. I've always found crafting rules to be a bother.
 




I guess I can say it here but I am thinking about updating or recycling crafting teams about single-use magic items: not only potions and schrolls but also tatoos, talismans, and runes.

And crafting rules combining with certain spaces in the bastions..
 


Nah making candles is quite basic, you just need cooking utensils. It's certainly easier than crafting soap, healers kits or antitoxin!
My next party is going to end up starting Project Mayhem ... which honestly isn't that different than usual, just I can make the movie reference
 

So something that was not mentioned but I kinda hoped they changed is the ability to craft during an adventure. If they say you can craft while you are at your camp or that a day of crafting is only 4 hours and not 8 then that changes a lot.
Well we know that the crafter feat grants access to some sort of quick crafting table. I assume that will fill the role of crafting during an adventure rather than during downtime.
 

That’s the gamiest approach. The reality is there are a very large number of things that can’t practically be made whilst camping in the wilderness!
GAMIST: Spend Gold. Instantly craft item.

LIGHT SIMULATIONIST: Spend Gold at proper merchant for bulk non-descript materials. Gain X gold of progress per day as long as you have the correct tool and access to material.

HEAVY SIMULATIONIST: Spend Gold at proper merchants for each appropriate material. Gain X gold of progress per day as long as you have the correct tool and access to material and are at the proper workstation for craft. More difficult crafting stations incur higher selling price due to lower supply of station.

NARRATIVE: Gain the item when it fits the narrative. Gold and time costs will be paid by the story.
 

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