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How Do YOU Run Inventors, Alchemists, and Enchanters in 5e?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7500197" data-attributes="member: 6704184"><p>I love playing McGuyvers and other inventors and the like in TTRPGs. Normally, I scratch that itch with Star Wars, usually Saga Edition bc none of us want to play FFG, or the older wotc Star Wars games, and WEG doesn’t do our style well. But, we haven’t played SW in over a year and a half, and I finally made a Forest Gnome Inventor, Alchemist, and Enchanter (as in magic items) in my friend’s homebrew game, where the tech level is sort of “magical 14th-16th century”. </p><p></p><p>So, months of winging it on the inventions, alchemy, and magic item creation later, I’m curious about how y’all run such things in your games?</p><p></p><p>for us, we’ve landed on the following, but it’s still a work in progress. </p><p></p><p>For Alchemy, we first assume that chemistry is at a pre-combustion (Ie before modern chemistry, as such), and then we look at what can be made in 5e, between the phb, and the section on Alchemical Supplies in Xanathar’s. To make new things, or improve existing formulas, we have a basic process of r&d, where I have to obtain and use components equal to the purchase price of what I’m modifiying, and roll int+prof to see if I figure it out, make progress, or waste my time. </p><p></p><p>For inventions, it is basically like magic item creation, but without worrying about the rare ingredient (using XGTE rules). And I have to spend time making rolls and doing research and experiments, that basically ends up equaling the time it would take to make a magic item of a given rarity, that th DM decides is what the item would be if it were magic. </p><p></p><p>Magic items: Xanathar’s guide rules, but we add somethings. First, if there is a spell that I don’t have the caster levels to cast, and/or don’t know, I have to either find a Caster (and pay them), to help me, or I have to find a formula scroll, or make one from a casting scroll, and use it as if I were casting. The cost doesn’t count toward the cost of crafting. </p><p>If I fail the check, (spellcasting ability mod check = 10+spell level) I waste the scroll, and possibly the rare ingredient. OTOH, I don’t necessarily have to deal with the adventuring just to get an ingredient, I can often just buy it. DM knows he doesn’t need to find excuses to get us adventuring. </p><p>If there isn’t a spell involved with the item, we use the spell level that the DMG says makes an item appropriate for the rarity of the item I’m crafting. </p><p></p><p>So, anyone got their own systems, advice, fun stories?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7500197, member: 6704184"] I love playing McGuyvers and other inventors and the like in TTRPGs. Normally, I scratch that itch with Star Wars, usually Saga Edition bc none of us want to play FFG, or the older wotc Star Wars games, and WEG doesn’t do our style well. But, we haven’t played SW in over a year and a half, and I finally made a Forest Gnome Inventor, Alchemist, and Enchanter (as in magic items) in my friend’s homebrew game, where the tech level is sort of “magical 14th-16th century”. So, months of winging it on the inventions, alchemy, and magic item creation later, I’m curious about how y’all run such things in your games? for us, we’ve landed on the following, but it’s still a work in progress. For Alchemy, we first assume that chemistry is at a pre-combustion (Ie before modern chemistry, as such), and then we look at what can be made in 5e, between the phb, and the section on Alchemical Supplies in Xanathar’s. To make new things, or improve existing formulas, we have a basic process of r&d, where I have to obtain and use components equal to the purchase price of what I’m modifiying, and roll int+prof to see if I figure it out, make progress, or waste my time. For inventions, it is basically like magic item creation, but without worrying about the rare ingredient (using XGTE rules). And I have to spend time making rolls and doing research and experiments, that basically ends up equaling the time it would take to make a magic item of a given rarity, that th DM decides is what the item would be if it were magic. Magic items: Xanathar’s guide rules, but we add somethings. First, if there is a spell that I don’t have the caster levels to cast, and/or don’t know, I have to either find a Caster (and pay them), to help me, or I have to find a formula scroll, or make one from a casting scroll, and use it as if I were casting. The cost doesn’t count toward the cost of crafting. If I fail the check, (spellcasting ability mod check = 10+spell level) I waste the scroll, and possibly the rare ingredient. OTOH, I don’t necessarily have to deal with the adventuring just to get an ingredient, I can often just buy it. DM knows he doesn’t need to find excuses to get us adventuring. If there isn’t a spell involved with the item, we use the spell level that the DMG says makes an item appropriate for the rarity of the item I’m crafting. So, anyone got their own systems, advice, fun stories? [/QUOTE]
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