D&D 5E What do you want out of crafting rules?

For them to be in a separate book than the rest of level up......
Replying to my own comments.....

There should be a lot more things/ways for artificers to make, and to make them on the fly or at least fast.....for example, if I'm in the desert, I should be able to use the sand around me to cast a spell like firebolt, but that is a blast of sand. Or, lava around that. Or use the snow or sand or dirt or bones to obstruct line of sight.
I'd like there to be rare items needed for some things, so the adventure is to find the rare item.
I think the ideas above about some things being fast, and some taking a long time make sense.

I don't want rules whose only purpose is to consume gold pieces......the rules, imo, should facilitate story telling somehow (where tables want that).
 

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I like the idea of having a quick system for crafting in the field, but I think a separate (or at least longer) system is needed for things that take longer and or need specialized equipment (like a forge). I see no need to take everything out of downtime. If the longer system is not used, that is OK. I would rather there be no rules than rules that make no sense to me.

To take your example I would swap long rest for an "extended rest" (1 week) and be mostly good to go.
I think this might be the best compromise: two(similar) systems: one for small, consumable buffs that can be done during normal rests, and a longer set-piece version for making significant items.

But I would add that neither should be better than the non-crafter backgrounds, otherwise you reduce the number of meaningful choices available.
 

Agreed. This is why I think a game containing such rules should have price to rent an atelier for longer projects. So yeah, of course no armor or weapon making in the field, only enhancing what's already there ( my preference would be to only allow temporary enhancement in field by crafting consumables).
I think I could get behind that.
 

If you are running most of the published WOTC campaigns (TOD, TOA, OOTA, DIA, ROFM ......) I think it is going to be difficult to craft without disrupting gameplay. As these are the official campaigns, I would suggest that the standard template is adventuring from levels 1 to 13ish (where these end) is an everyday activity.
I really wish campaigns that leveled characters from 1-15+ assumed years of in-world time. I've never liked the idea you go from zero to superhero in 1 year.

My current group is at level 15 and it took them about 10 years (in game) to get there.
 


As an amateur blacksmith, I can crank out an utilitarian dagger in a week / 30 hrs. The first 8-10 hrs will require a forge, the rest will be filing, drilling, and carving. The first bit I couldn't do on the trail, but the last part would be possible. If you wanted it to be pretty, that would take longer; as long as the actual production of the piece, actually.

As for actual products skills, probably mostly smithing, weaving, shipwright, carpentry, masonry, jewelry, visual artistry, and musical composition. That's what I can see needing for strongholds, magic item components, and other cool things characters might want to make for themselves and their team. Low level consumables such as minor potions, medicines, acids, &c. would also be useful.
as another example, I can make a wheel of fromage blanc in about 3 days. The first 8hours or so are letting calcium citrate do its thing on the pasteurized milk. The next twelve to 20 are letting the curd form followed by 8-36 of letting it drain depending on how much I'm using weights. Salting & waxing it takes another hour or two. Aging it for amazing taste* takes 3 months or more in a wine fridge or cool basement. The entire process needs some level of temperature control/compatible temperature & some are pretty awkward like letting a couple gallons of milk & culture sit in a giant pot or draining enough whey to get two gallons of milk down to a wheel 2-3 inches thick & 6 or so across :D Outside of industrial scale stuff home cheese making is pretty much the same as it was done for thousands of years but with the addition of culture & rennet packets :D

* It tastes like semi-spreadable parmesan & makes for an amazing bagel topping :D
 

I do not know the crafting rules in 5E well at all, having rarely if ever used them as a player and as a DM. That probably says something right there.

As such, I won't comment much other than to say: it would be great to have many, many more examples of the kinds of things proficiency with each kit and tool set allows you to make. Also, I want more kits and tools to choose from.
 

Wants:
  • The details of how to make most mundane, but useful, items. For example, how long does it take to twine a solid 50' of hempen rope? How much are the base costs? And, what are the odds of it not being as strong as someone who builds them everyday?
  • The detail of how to make magic items. This is so tricky, and personally, I have never seen it done correctly. It is never consistent with the magic of the world, and when it is, it tends to break all sorts of rules that bind players during regular play. An example would be: how long does it take a wizard to make a ring for himself that can hold one of his cantrips, and can be activated with catalyst or event? Maybe a ring that harbors dancing lights and triggers once the wearer is knocked unconscious. These details of course would cover a list of ingredients: like what kind of paints are needed to make an elven cloak?
  • And details on big picture magical crafting. Basically, how does a wizard suddenly become stronger because they are in their "lair?" Or, how can a coven come together and build a circle of magic that allows them to cast spells they normally couldn't? I know most don't think of this as crafting, and instead call it ritual magic. But, in essence, they are crafting, so I place it under this.
 

If you are running most of the published WOTC campaigns (TOD, TOA, OOTA, DIA, ROFM ......) I think it is going to be difficult to craft without disrupting gameplay. As these are the official campaigns, I would suggest that the standard template is adventuring from levels 1 to 13ish (where these end) is an everyday activity.
You don't need to keep to the pacing in the published adventures, though. My players earn 10 days of downtime after each chapter, but they get to spend it when they want. In fact, they don't need to wait for earned downtime. However, if they spend downtime when their "bank" is empty, there is an increased risk of consequences that take away the time you wanted to spend doing other things. (If they are in a town overnight, resupplying doesn't count as downtime.)
 

If I'm reading this right a Potion of Hill Giant Strength is of Uncommon Rarity so costs about 400gp to buy and would require I assume a Herbalist Kit, 200 gold and 2 weeks to brew that potion.
Does anyone know if Brewer's Supplies could be used instead?

There's alchemy rules suggesting you need at least a +3 proficiency bonus (5th level) to craft Uncommon items still reading.
 
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