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<blockquote data-quote="Dit464" data-source="post: 6786878" data-attributes="member: 6802825"><p><span style="font-size: 12px"><span style="font-family: 'arial'">So I've just started a new home-brewed campaign, we've been talking about a few changes we could make to the system, and the moment that I heard "Crafting magical and non-magical items", I drew completely blank. So I went back and checked out the core rules and looked at some standard examples, and lets just say I found it awful, basic items such as poisons or a sword takes a few days of nothing but crafting to make, and more advanced items can take up to years in game. Although this is going to be the group's dedicated game meant to be played weekly chances are we aren't going to have our PC's drop adventuring for 5 years so our Paladin can get his new sword finished.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'arial'">What I'm asking the community to help me with is making a reasonable crafting system, I know that it is a major problem with 5e and a lot of alternate rules have been written on changing the crafting system, however, I haven't found any that I think would work. If anyone thinks that they know a alternate ruling that they believe will work in our situation, a link would be very much appreciated.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'arial'">Here is the gist of what I'm looking for:</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'arial'"></span></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'arial'">Basic items such as the most basic poisons or simple tools should be able to be made in a day or two</span><br /> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'arial'">Poisons and Potions can be crafted/brewed in small groups</span><br /> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-family: 'arial'">The amount of time higher end items will take weeks in game, not years (a scaling formula would be preferred)</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'arial'"><span style="font-size: 12px">Magical items will require a specially crafted item either bought by a artisan or crafted by the player. (One of the players suggested this and the other players liked this concept)</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'arial'">Magical properties can be applied to items taking a portion of the time it took to create the physical item</span></li> </ul><p></p><p><span style="font-family: 'arial'"><span style="font-size: 12px">Money isn't really a concern that needs to be changed, we all agree that magical items being discounted through crafting would alter the amount of magic items in game too much.</span></span></p><p><span style="font-family: 'arial'"><span style="font-size: 12px">I also wanted to prevent the crafting of +1/2/3 items due to the abuse that would follow rather early on in the campaign and of course legendary items just due to their inherent nature.</span></span></p></blockquote><p></p>
[QUOTE="Dit464, post: 6786878, member: 6802825"] [SIZE=3][FONT=arial]So I've just started a new home-brewed campaign, we've been talking about a few changes we could make to the system, and the moment that I heard "Crafting magical and non-magical items", I drew completely blank. So I went back and checked out the core rules and looked at some standard examples, and lets just say I found it awful, basic items such as poisons or a sword takes a few days of nothing but crafting to make, and more advanced items can take up to years in game. Although this is going to be the group's dedicated game meant to be played weekly chances are we aren't going to have our PC's drop adventuring for 5 years so our Paladin can get his new sword finished. What I'm asking the community to help me with is making a reasonable crafting system, I know that it is a major problem with 5e and a lot of alternate rules have been written on changing the crafting system, however, I haven't found any that I think would work. If anyone thinks that they know a alternate ruling that they believe will work in our situation, a link would be very much appreciated. Here is the gist of what I'm looking for: [/FONT][/SIZE] [LIST] [*][SIZE=3][FONT=arial]Basic items such as the most basic poisons or simple tools should be able to be made in a day or two[/FONT] [/SIZE] [*][SIZE=3][FONT=arial]Poisons and Potions can be crafted/brewed in small groups[/FONT] [/SIZE] [*][SIZE=3][FONT=arial]The amount of time higher end items will take weeks in game, not years (a scaling formula would be preferred)[/FONT][/SIZE] [*][FONT=arial][SIZE=3]Magical items will require a specially crafted item either bought by a artisan or crafted by the player. (One of the players suggested this and the other players liked this concept)[/SIZE][/FONT] [*][FONT=arial]Magical properties can be applied to items taking a portion of the time it took to create the physical item[/FONT] [/LIST] [FONT=arial][SIZE=3]Money isn't really a concern that needs to be changed, we all agree that magical items being discounted through crafting would alter the amount of magic items in game too much. I also wanted to prevent the crafting of +1/2/3 items due to the abuse that would follow rather early on in the campaign and of course legendary items just due to their inherent nature.[/SIZE][/FONT] [/QUOTE]
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