On top of the obvious balance issues this creates, there is also a verisimilitude problem: crafting such items takes half a million gold and 54.7 person-years (at 8 hours per person per day). It is mind-boggling (and immersion wrecking) to imagine that anyone would ever have gone to that much trouble to craft Soverign Glue.
So optional that every official adventure has contained loads of them. Magic items being optional is a marketing ploy by WotC to make you believe 5th Ed is balanced. A not insignificant amount of the community has bought that hook, line, and sinker. Spells are essentially reusable magic items; as long as they are in the game, magic items are in the game.
Yes, somewhatI remember back in 3.5, wizards would craft massive amounts of scrolls and wands to supplement their slots. Even with higher-level spells, the gold cost was so low that a wizard with enough gold might never need to use a spell slot.
I know 5e has rules for magic item creation, including for scrolls. I was wondering: have they nerfed crafting somewhat? (At least so that crafting becomes viable only for rare occasions.)
Something we've said the game needed to fulfil the promise pf 3rd edition conversion support since day one.Then it's good that XGTE will have new magic item rules including likely magic item creation.
I know 5e has rules for magic item creation, including for scrolls. I was wondering: have they nerfed crafting somewhat? (At least so that crafting becomes viable only for rare occasions.)
Yep. The published adventures avail themselves of that option, liberally.So optional that every official adventure has contained loads of them.
I didn't find it /that/ convincing. It's a viable claim of plausible deniability that the game it totally imbalanced on purpose, at least. The CR/encounter and encounters/rests guidelines also make a modest fig-leaf, that way.Magic items being optional is a marketing ploy by WotC to make you believe 5th Ed is balanced.
Spells are magic, certainly (as is Ki, psionics, and even totem-barbarian rituals), and 5e is up-front about magic being the be-all and end-all of D&D, including openly giving it to every class.A not insignificant amount of the community has bought that hook, line, and sinker. Spells are essentially reusable magic items; as long as they are in the game, magic items are in the game.
But maybe sovereign glue *is* really hard to make, which is why it's so rare?The biggest problem with the 5e crafting rules is that the creation cost and time required to craft an item is based on Rarity, rather than utility. A single dose of Soverign Glue, for example, is just as expensive to create as a Belt of Storm Giant Strength or a Sphere of Annihilation, because all are considered "Lengendary" Rarity.
On top of the obvious balance issues this creates, there is also a verisimilitude problem: crafting such items takes half a million gold and 54.7 person-years (at 8 hours per person per day). It is mind-boggling (and immersion wrecking) to imagine that anyone would ever have gone to that much trouble to craft Soverign Glue.
If Soverign Glue was a one-off problem, it wouldn't be a big deal. But unfortunately the item lists are replete with examples where the utility of an item does not line up with its Rarity. This means the the limitations of the Rarity-based pricing scheme are unfortunately widespread. As written in the DMG, the provided rules are basically useless at tables that prioritize balance and/or verisimilitude.
Sovereign glue is a consumable. So it will be a reduced price (half IIRC).The biggest problem with the 5e crafting rules is that the creation cost and time required to craft an item is based on Rarity, rather than utility. A single dose of Soverign Glue, for example, is just as expensive to create as a Belt of Storm Giant Strength or a Sphere of Annihilation, because all are considered "Lengendary" Rarity.
To make superglue that can permanently affix to things together?On top of the obvious balance issues this creates, there is also a verisimilitude problem: crafting such items takes half a million gold and 54.7 person-years (at 8 hours per person per day). It is mind-boggling (and immersion wrecking) to imagine that anyone would ever have gone to that much trouble to craft Soverign Glue.
Rarity in the DMG is based on the author's value of the items. They prioritised different things from you.If Soverign Glue was a one-off problem, it wouldn't be a big deal. But unfortunately the item lists are replete with examples where the utility of an item does not line up with its Rarity. This means the the limitations of the Rarity-based pricing scheme are unfortunately widespread. As written in the DMG, the provided rules are basically useless at tables that prioritize balance and/or verisimilitude.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.