Homebrew Share your Favourite Crafting System

FitzTheRuke

Legend
So, I'm trying to come up with a good Crafting System (for D&D or a D&D-lite or D&D-like game).

I've read a bunch, but I don't know if I like any of them. Please share ones you like! If you can, please post the gist of the rules and not just "I like the one from game X". We won't necessarily have access to game X, and I'd like to see how it works.

Personally, my goals for it would be: Checks are involved, but it's not check-heavy. Meaningful, if possible, but simple. Perhaps a bit of math, but not math-heavy. Ideally it would be a fun little mini-game for the player. I have no idea how to achieve that.

Thoughts?
 

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Some initial thoughts:

1. Context Dependence. The problem with crafting magic items in a D&D-type game is its value and effectiveness varies wildly depending on the individual table:
  • does the DM customize magic item drops for characters (wither through a wishlist or a subjective, Billy-uses-a-scythe-so-here's-a-+1-scythe approach)". DM-compicty reduces the value of any crafting.
  • are magic items purchaseable? Magic emporia reduce the value of any crafting.
  • are magic items plentiful? Not just the Christmas-tree thing, but whether a character needs to work to achieve a magic item -- is it part of the actual campaign? Crafting becomes an alternative to that, but it risks pushing it into the background.

Given those variables, any crafting system that works in one context is going to fail in another. We can see that with the Artificer, for example, which trivializes getting certain high-end items (it presumes that any player would have access to them by another means in any case).

2. With checks involved, there is the question of permanence. If a player doesn't like what they receive, can they get a do-over? If yes, then the value of crafting is again reduced. If I roll badly once, and don't get what I want, what are the consequences?

3. Obstacles in real life play differently in-game. For us, the limit that something takes significant time is essentially handwaved in game ("okay, you all work on your items, and meet again in this spot two years later") and requirements for specific resources are individual, and not party based: I have never played a game where multiple characters needed specific ingredients, and they took turns pursuing each others' quests. If it is possible to reduce the difficulty (or achieving time/resources), they no longer become obstacles.

4. I've been thinking about the 2024 D&D crafting rules recently, and there are some hacks that let players have what they want with relative ease. There are fixes to them available, but unless they're errata'd, it's unlikely to have a wider impact.

That said:

I can see a place for crafting a personal item, an ARTIFACT that gains abilities when you advance to a new tier, whose effects are not certain in advance. "I want a magic trident"; "... ring", "...staff" "...robot dog" or whatever, and players can draw from a series of small tables, varying selection and randomness (e.g. 6 tables with six possibilities on each, and players either roll for which table they use, but then get to choose, or choose a table and then roll for the ability gained). Once you make your character's artifact, it exists in the world, but it's yours, bound to you, and the player doesn't get a do-over.

These items should be multi-use, with some minor properties and flavour mechanics to go along with the major abilities.

Variant: artifacts are made with a certain number of build-points, and those points advance by tier. or level. Maybe 1 build point per level when first crafted, and at 6, 11 and 16, the item (or items) bump up -- so there's a bit of an incentive to delay (getting your artifact at level 8 means you have a stronger one until the party's at 11). Major abilities cost 4-6, minor ones cost 1-3, perhaps. And the elements of randomness could still be at play, as could disincentives for an extra point or two.

This approach, with one major item per character, has its parallels in fiction, and the challenge then is for it not to feel too much like the D&D cartoon from the 80s. But it solves the problems outlined above:

1. it's only ever one item (or one pool of build points) per character.
2. it grows and develops with the character, shaped by what the player wants but not limited to a wish-list
3. it allows some player agency as to when it comes into the game (also shaped by in-game events), but does not create illusory obstacles of time or money
4. It circumvents hyperoptimized meta-strategies, such as true-strike scrolls, which (for me at least) work against verisimilitude within a fantasy world.

I'm under no illusions here; this won't be the solution everyone wants. But I do feel that unless a solution addresses these concerns to some degree, especially the tension between player desires and costs vs character desires and costs, any crafting system is going to feel icky.
 

Oh! I guess I should mention: Though I don't mind people sharing thoughts on Magic Item Crafting, I wasn't even thinking of that. I was thinking of systems for building other things - Armour, Gear, and Weapons. Possibly Castles & Strongholds. I'd say Bastions, but all the 5.5e Bastions seem to do is craft magic items, and as I say here, that's the thing I'm least interested in.

That said, if it's a "GP value worth of stuff over X time", it doesn't really matter if that stuff is Magical or not. Though magic items tend to be expensive (sometimes so expensive, you wonder why someone wouldn't just hire an entire army, rather than buy themselves a +1 sword, or whatever).
 

As to your specific points, @Kobold Stew, I agree. In fact, your "one item"-thing is kind of how I'd like to have Magic Items go, which is one of the reasons I want a smaller-scale "build stuff" system. Yes, it's ultimate primary function would be for what games like D&D currently consider magic items or adjacent, but for the consumable sort. Potions & Poisons & Alchemical Items. Alchemy, I think, would be where it would really shine, if done correctly.
 


I was thinking of systems for building other things - Armour, Gear, and Weapons.
I guess the question then becomes how much variability in items one could expect over time. This is one way that video games like Diablo (dating myself, I guess) work better than TTRPGS -- I've had many characters holding the same shield at level 10 that they started with at level 1, and there is no incentive to replace, renew, or improve.

Masterwork weapons, silvered weapons, etc., are "hacks" that can be accessed, if one wants them, but they don't need elaborate crafting rules or a mini-game. For mundane things, variability isn't necessarily a virtue. The question only becomes at what point does the option become a virtual requirement: if masterwork items exist, then everyone should have them. Unless, you limit their abilities: e.g, A masterwork sword can do +1 damage, be Finesse, or do a lingering +1d4 damage in the turn after a hit; but only one of these. Then it becomes part of a character's build.

The test for anything like this would be poison: how to make (non-magical) poisons both balanced and effective, ideally while maintaining some sense of verisimilitude and not gatekeeping with arbitrarily high prices. It's really not a straightforward problem.
 

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