Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic Item Creation in 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CM" data-source="post: 5789466" data-attributes="member: 18340"><p>I would certainly like there to be crafting rules, but I would like it to be more of an accomplishment and point of pride than subtracting X GP/XP, waiting an hour, and adding a new item to the character sheet. I would also like to make them more rare than the assumed quantity in 3e and 4e. Eliminating the need for +X weapons and armor would go a long ways toward this. </p><p></p><p>Some sort of in-game penalty for crafters would be welcome in order to offset some of the materials costs, like the white dragon blood mentioned above. A full year seemed a little harsh though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I could see making a crafter spend a healing surge (or the 5e equivalent) or taking a temporary penalty to Constitution (to represent exhaustion) for a few days after crafting. Limiting crafting to once per full rest or once per week or once per month might help.</p><p></p><p>In my 4e game I often give out magical components from mystical locations or slain creatures that can be substituted as part of the material cost for magic items. For example, a displacer beast hide could pay for 4,000gp worth of a cloak of displacement. I would hate to see this as a requirement though, because I could easily see a campaign being thrown off-track while the group spends a year questing for item creation materials.</p><p></p><p>For the non-4e players, item rarity was introduced about the same time as Essentials. Simple items that added +x to a resistance, weapon, armor, resistance or other defense were made common, items with one or two use-activated powers or properties were mostly uncommon, and items with multiple properties and powers were made rare. Item crafting by player characters was limited to common items. As a houserule I allowed characters to "reverse-engineer" found uncommon items and learn them as if they were rituals, allowing them to upgrade the item to a higher-level version or craft a new copy. This worked out pretty well and helps move item crafting a little further away from mundane to magical.</p><p></p><p>So to sum up, yes there should be magic item crafting. It should be "more magical" without going wild on unbalancing effects. It should be more rare and difficult than the assumption in 3e and 4e but not have onerous requirements or unfair restrictions. Also, I want a pony.</p></blockquote><p></p>
[QUOTE="CM, post: 5789466, member: 18340"] I would certainly like there to be crafting rules, but I would like it to be more of an accomplishment and point of pride than subtracting X GP/XP, waiting an hour, and adding a new item to the character sheet. I would also like to make them more rare than the assumed quantity in 3e and 4e. Eliminating the need for +X weapons and armor would go a long ways toward this. Some sort of in-game penalty for crafters would be welcome in order to offset some of the materials costs, like the white dragon blood mentioned above. A full year seemed a little harsh though. ;) I could see making a crafter spend a healing surge (or the 5e equivalent) or taking a temporary penalty to Constitution (to represent exhaustion) for a few days after crafting. Limiting crafting to once per full rest or once per week or once per month might help. In my 4e game I often give out magical components from mystical locations or slain creatures that can be substituted as part of the material cost for magic items. For example, a displacer beast hide could pay for 4,000gp worth of a cloak of displacement. I would hate to see this as a requirement though, because I could easily see a campaign being thrown off-track while the group spends a year questing for item creation materials. For the non-4e players, item rarity was introduced about the same time as Essentials. Simple items that added +x to a resistance, weapon, armor, resistance or other defense were made common, items with one or two use-activated powers or properties were mostly uncommon, and items with multiple properties and powers were made rare. Item crafting by player characters was limited to common items. As a houserule I allowed characters to "reverse-engineer" found uncommon items and learn them as if they were rituals, allowing them to upgrade the item to a higher-level version or craft a new copy. This worked out pretty well and helps move item crafting a little further away from mundane to magical. So to sum up, yes there should be magic item crafting. It should be "more magical" without going wild on unbalancing effects. It should be more rare and difficult than the assumption in 3e and 4e but not have onerous requirements or unfair restrictions. Also, I want a pony. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic Item Creation in 5E
Top