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General Tabletop Discussion
*Dungeons & Dragons
Dwellings and magic item crafting as class features
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<blockquote data-quote="peterka99" data-source="post: 6490735" data-attributes="member: 6787234"><p>Once upon a time, d&d players got dwellings with followers at high level. They could brew potions, craft magic items, etc; With d&d 3.x, the latter became feats. I is not 5e wise, but how can we emulate it in the current edition ?</p><p> </p><p> A castle, a mage tower, etc. potions, staves, armors, etc.</p><p> </p><p> </p><p> The issue is with players investing a lot of time, money and other resources in items with a limited usefulness to adventurers because the story arc is set... elsewhere. At high levels, it is more likely a DM set sessions in PC castles,mage towers, temples and players set traps, cast protection spells,etc to protect them. Npc have lair actions; there is no rules for PC lair actions...</p><p> </p><p> A few peers posted classes with dwellings features and potion brewing as class features. I mentionned it is npc stuff, but it may be cool for a PC. The issue is that such features are quite dependant on DM will... I don't think we can say: at 13th level, you get; at 5th level you get; it shoud not take the place of combat, proficiencies or utility features. But low magic items availability trigger players need to craft item themselve, without being rich by doing it- they are adventurers, not crafters.</p><p> </p><p> - I think craft such just be a profession to cover cost of living</p><p> - I think it may be cool to get dwelings and design them as "dungeons"...</p><p> </p><p> </p><p> Epic boon ? They are designed for 20th level characters...DMG introduced plot points, etc, but I don`t like this option- I think the DM should be able to have final word on it, and plot points look like an obligation.</p><p></p><p> </p><p> Any thoughs ?</p></blockquote><p></p>
[QUOTE="peterka99, post: 6490735, member: 6787234"] Once upon a time, d&d players got dwellings with followers at high level. They could brew potions, craft magic items, etc; With d&d 3.x, the latter became feats. I is not 5e wise, but how can we emulate it in the current edition ? A castle, a mage tower, etc. potions, staves, armors, etc. The issue is with players investing a lot of time, money and other resources in items with a limited usefulness to adventurers because the story arc is set... elsewhere. At high levels, it is more likely a DM set sessions in PC castles,mage towers, temples and players set traps, cast protection spells,etc to protect them. Npc have lair actions; there is no rules for PC lair actions... A few peers posted classes with dwellings features and potion brewing as class features. I mentionned it is npc stuff, but it may be cool for a PC. The issue is that such features are quite dependant on DM will... I don't think we can say: at 13th level, you get; at 5th level you get; it shoud not take the place of combat, proficiencies or utility features. But low magic items availability trigger players need to craft item themselve, without being rich by doing it- they are adventurers, not crafters. - I think craft such just be a profession to cover cost of living - I think it may be cool to get dwelings and design them as "dungeons"... Epic boon ? They are designed for 20th level characters...DMG introduced plot points, etc, but I don`t like this option- I think the DM should be able to have final word on it, and plot points look like an obligation. Any thoughs ? [/QUOTE]
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