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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Review request for Alchemy & Enchanting mechanic
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="WhosAChaoticGoodBoy" data-source="post: 7072895" data-attributes="member: 6874314"><p>Right on, I'll make it clearer. The intent is to define one casting of the spell as a single "enchantment check", which consists of three or more individual checks (basically borrowing the language/structure from the 'Death Saving Throw' section). I'll think about how to better distinguish the individual checks of the enchantment check and their relationship to the spell's components. </p><p></p><p></p><p></p><p>Rarity by spell level is a cool thought, thanks. 6th level spells like Contingency and Stone to Flesh heavily influenced my decision to fit this spell within that power bracket (although the PHB or DMG has a clause somewhere admitting that the balance between spell levels isn't scientific as much as it is aesthetic).</p><p></p><p></p><p></p><p>Currently I'm considering scrolls as enchanting a mundane roll of parchment. As far as trinkets (I'm assuming you mean things like jewelry or other ad-hoc shinies) basically I'm letting them enchant whatever they want with whatever they want, as long as they have the item and can find the rarity of the effect. The intent on relying so heavily on Rarity is that it makes the effect more likely to be defined in the DMG or any other official publication. </p><p></p><p>I do have some concerns that I didn't write in any constraints regarding enchantment effect and the object they wish to enchant. At the same time, I didn't want to reject outright someone's attempt to, for example, have a helmet of magic missile if that's what they really want to do. My group is aware this home brew will be a learning experience for all of us, so they're prepared if I have to nerf on the fly. </p><p></p><p>Meanwhile, attempting alchemy takes one hour ("You can spend one hour of your downtime using alchemist’s supplies or an herbalism kit to turn raw materials into potions"). </p><p></p><p></p><p></p><p>Yeah, this is something I struggled with. While I like the thematic value of not simply requiring a floating gp value of gems, I ultimately don't want players to a) simply turn money into enchantments, and b) slow the game down by asking whether every item they find is advantageous to a specific enchantment. I admit this might be a circumstantial thing, though; one of the players in my group can get obsessive, and I anticipate it's going to be more fun for everybody if we don't spend too much time discussing why some items provide advantages and some don't. </p><p></p><p>All that being said, I do like the idea of providing (dis)advantage to rolls depending on circumstance and the nature of the ingredients they're using, but I can't think of any circumstances general enough to put into the text itself.</p></blockquote><p></p>
[QUOTE="WhosAChaoticGoodBoy, post: 7072895, member: 6874314"] Right on, I'll make it clearer. The intent is to define one casting of the spell as a single "enchantment check", which consists of three or more individual checks (basically borrowing the language/structure from the 'Death Saving Throw' section). I'll think about how to better distinguish the individual checks of the enchantment check and their relationship to the spell's components. Rarity by spell level is a cool thought, thanks. 6th level spells like Contingency and Stone to Flesh heavily influenced my decision to fit this spell within that power bracket (although the PHB or DMG has a clause somewhere admitting that the balance between spell levels isn't scientific as much as it is aesthetic). Currently I'm considering scrolls as enchanting a mundane roll of parchment. As far as trinkets (I'm assuming you mean things like jewelry or other ad-hoc shinies) basically I'm letting them enchant whatever they want with whatever they want, as long as they have the item and can find the rarity of the effect. The intent on relying so heavily on Rarity is that it makes the effect more likely to be defined in the DMG or any other official publication. I do have some concerns that I didn't write in any constraints regarding enchantment effect and the object they wish to enchant. At the same time, I didn't want to reject outright someone's attempt to, for example, have a helmet of magic missile if that's what they really want to do. My group is aware this home brew will be a learning experience for all of us, so they're prepared if I have to nerf on the fly. Meanwhile, attempting alchemy takes one hour ("You can spend one hour of your downtime using alchemist’s supplies or an herbalism kit to turn raw materials into potions"). Yeah, this is something I struggled with. While I like the thematic value of not simply requiring a floating gp value of gems, I ultimately don't want players to a) simply turn money into enchantments, and b) slow the game down by asking whether every item they find is advantageous to a specific enchantment. I admit this might be a circumstantial thing, though; one of the players in my group can get obsessive, and I anticipate it's going to be more fun for everybody if we don't spend too much time discussing why some items provide advantages and some don't. All that being said, I do like the idea of providing (dis)advantage to rolls depending on circumstance and the nature of the ingredients they're using, but I can't think of any circumstances general enough to put into the text itself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Review request for Alchemy & Enchanting mechanic
Top