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How Do YOU Run Inventors, Alchemists, and Enchanters in 5e?
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<blockquote data-quote="Li Shenron" data-source="post: 7500418" data-attributes="member: 1465"><p>I don't know the rules in Xanathar's, but overall these ideas sound fine to me. We can generally just use basic crafting rules to create standard items (or something close enough to existing stuff), and it will be ok.</p><p></p><p>If a player is interested, IMHO the "next tier" of rules complexity can for example include acquiring and bookkeeping the individual components, as well as formulas, a little bit like it's done in the World of Warcraft game. Generally I like the idea, but it's not for everyone.</p><p></p><p>A few editions ago (3.0) we were doing something like that (also for herbalists), but we basically limited ourselves to non-magical consumable items, while we kept using the regular magic items creation rules. I think the original motivation for us was exactly to have some more interesting non-magic equipment in the game. We mainly differentiated between alchemists and herbalists by focusing the first on stuff that affected <em>objects</em> and the second on stuff that affected <em>creatures</em>, but they worked otherwise similarly:</p><p></p><p>- you would acquire (buy, find in treasure, learn from teachers) "recipes" for specific items</p><p>- you would acquire (buy, harvest from nature/creatures) ingredients for your recipes</p><p>- you would use standard craft rules but roll relevant skills checks to verify your progress (in 3.0 we had Alchemy(Int) and Herbalism(Wis), in 5e you could use tools proficiencies)</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7500418, member: 1465"] I don't know the rules in Xanathar's, but overall these ideas sound fine to me. We can generally just use basic crafting rules to create standard items (or something close enough to existing stuff), and it will be ok. If a player is interested, IMHO the "next tier" of rules complexity can for example include acquiring and bookkeeping the individual components, as well as formulas, a little bit like it's done in the World of Warcraft game. Generally I like the idea, but it's not for everyone. A few editions ago (3.0) we were doing something like that (also for herbalists), but we basically limited ourselves to non-magical consumable items, while we kept using the regular magic items creation rules. I think the original motivation for us was exactly to have some more interesting non-magic equipment in the game. We mainly differentiated between alchemists and herbalists by focusing the first on stuff that affected [I]objects[/I] and the second on stuff that affected [I]creatures[/I], but they worked otherwise similarly: - you would acquire (buy, find in treasure, learn from teachers) "recipes" for specific items - you would acquire (buy, harvest from nature/creatures) ingredients for your recipes - you would use standard craft rules but roll relevant skills checks to verify your progress (in 3.0 we had Alchemy(Int) and Herbalism(Wis), in 5e you could use tools proficiencies) [/QUOTE]
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How Do YOU Run Inventors, Alchemists, and Enchanters in 5e?
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