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What do you want out of crafting rules?
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<blockquote data-quote="CleverNickName" data-source="post: 8209820" data-attributes="member: 50987"><p>I'm imagining a game mechanic that works like this.</p><p></p><p>First and foremost, you need time.</p><ul> <li data-xf-list-type="ul">Crafting a consumable item (like a potion, oil, or scroll) can be done as part of a long rest.</li> <li data-xf-list-type="ul">Crafting a permanent item requires one week of downtime.</li> <li data-xf-list-type="ul">Rare and powerful items might require more time, at the DM's discretion.</li> </ul><p>Next, you need tools.</p><ul> <li data-xf-list-type="ul">Crafting an item requires the proper tools. You want to make potions? You'll need Brewer's supplies. You want to make alchemist's fire? You'll need Alchemist's supplies. Manacles? Tinker's tools. A folding boat? Carpenter's tools. A flying carpet? Weaver's tools. This is strictly pass/fail, you either have the tools or you don't.</li> <li data-xf-list-type="ul">At the discretion of the DM, some items might need more than one set of tools. A <em>mirror of life trapping </em>might need Carpenter's tools or Woodcarver's Tools to build the frame and engrave the runes, Glassblower's Tools to make the pane of glass, and Alchemist's Supplies to apply the silver substrate.</li> </ul><p>Then you need the formula.</p><ul> <li data-xf-list-type="ul">To make something, you first need to learn how. Being proficient with Brewer's Tools doesn't automatically mean you know how to make a chocolate oatmeal stout, after all. At the DM's discretion, you will need to find the instructions first. You might need a recipe from an NPC's cookbook, or you might need to translate the alchemical formulae from an ancient tome, or you might need the trade secrets passed down from father to son for generations.</li> </ul><p>Then, you need the ingredients.</p><ul> <li data-xf-list-type="ul">All items require rare and expensive ingredients, which must be purchased from special suppliers. The DM should price these ingredients in such a way to prevent abuse and to preserve the game economy.</li> <li data-xf-list-type="ul">Permanent items should require at least one ingredient that cannot be purchased anywhere for any reason, and will require adventuring to recover. A rare flower, a secret recipe from a master chef, a piece of a dangerous monster, something like that.</li> <li data-xf-list-type="ul">This rare ingredient should vary even between similar items...you might have needed a rare flower for that first flaming sword you made last week, but now you need a rare butterfly to make the second one.</li> <li data-xf-list-type="ul">Basically I never want crafting to become rote, something dismissed out of hand. I don't want it to become "so we set camp and oh yeah, we make another half-dozen invisibility potions just like we did last night and the night before."</li> </ul><p>Finally, you need a bit of luck.</p><ul> <li data-xf-list-type="ul">Once you have all the ingredients and tools together, you spend the time, and then at the very end, you make a Skill check. Usually Intelligence-based, but exceptions might be made depending on the item.</li> <li data-xf-list-type="ul">If the craftsman is proficient with the tools they are using, they add their Proficiency bonus to the check.</li> <li data-xf-list-type="ul">If the craftsman has an assistant who is also proficient with the tools they are using, they gain Advantage to the check.</li> <li data-xf-list-type="ul">Some items might need more than one check. Like that <em>mirror of life trapping</em> would need a Strength (Carpentry) check or a Dexterity (Woodcarving) check, then a Constitution (Glassblowing) check, followed by an Intelligence (Alchemy) check.</li> <li data-xf-list-type="ul">The DC is selected by the DM to be appropriate to the power level of the item being crafted.</li> <li data-xf-list-type="ul">If the check passes, it's a success! Congratulations, you may add the item to your inventory.</li> <li data-xf-list-type="ul">If the check fails, something went wrong with the item. The DM decides whether this was a complete loss and all time/materials were wasted, or a cursed item was made by accident, or whatever else the story needs.</li> </ul><p>Anyway, that's kind of how I envision it working. Note the number of times I imply that the DM will decide on a case-by-case basis what is needed and how? That's intentional.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8209820, member: 50987"] I'm imagining a game mechanic that works like this. First and foremost, you need time. [LIST] [*]Crafting a consumable item (like a potion, oil, or scroll) can be done as part of a long rest. [*]Crafting a permanent item requires one week of downtime. [*]Rare and powerful items might require more time, at the DM's discretion. [/LIST] Next, you need tools. [LIST] [*]Crafting an item requires the proper tools. You want to make potions? You'll need Brewer's supplies. You want to make alchemist's fire? You'll need Alchemist's supplies. Manacles? Tinker's tools. A folding boat? Carpenter's tools. A flying carpet? Weaver's tools. This is strictly pass/fail, you either have the tools or you don't. [*]At the discretion of the DM, some items might need more than one set of tools. A [I]mirror of life trapping [/I]might need Carpenter's tools or Woodcarver's Tools to build the frame and engrave the runes, Glassblower's Tools to make the pane of glass, and Alchemist's Supplies to apply the silver substrate. [/LIST] Then you need the formula. [LIST] [*]To make something, you first need to learn how. Being proficient with Brewer's Tools doesn't automatically mean you know how to make a chocolate oatmeal stout, after all. At the DM's discretion, you will need to find the instructions first. You might need a recipe from an NPC's cookbook, or you might need to translate the alchemical formulae from an ancient tome, or you might need the trade secrets passed down from father to son for generations. [/LIST] Then, you need the ingredients. [LIST] [*]All items require rare and expensive ingredients, which must be purchased from special suppliers. The DM should price these ingredients in such a way to prevent abuse and to preserve the game economy. [*]Permanent items should require at least one ingredient that cannot be purchased anywhere for any reason, and will require adventuring to recover. A rare flower, a secret recipe from a master chef, a piece of a dangerous monster, something like that. [*]This rare ingredient should vary even between similar items...you might have needed a rare flower for that first flaming sword you made last week, but now you need a rare butterfly to make the second one. [*]Basically I never want crafting to become rote, something dismissed out of hand. I don't want it to become "so we set camp and oh yeah, we make another half-dozen invisibility potions just like we did last night and the night before." [/LIST] Finally, you need a bit of luck. [LIST] [*]Once you have all the ingredients and tools together, you spend the time, and then at the very end, you make a Skill check. Usually Intelligence-based, but exceptions might be made depending on the item. [*]If the craftsman is proficient with the tools they are using, they add their Proficiency bonus to the check. [*]If the craftsman has an assistant who is also proficient with the tools they are using, they gain Advantage to the check. [*]Some items might need more than one check. Like that [I]mirror of life trapping[/I] would need a Strength (Carpentry) check or a Dexterity (Woodcarving) check, then a Constitution (Glassblowing) check, followed by an Intelligence (Alchemy) check. [*]The DC is selected by the DM to be appropriate to the power level of the item being crafted. [*]If the check passes, it's a success! Congratulations, you may add the item to your inventory. [*]If the check fails, something went wrong with the item. The DM decides whether this was a complete loss and all time/materials were wasted, or a cursed item was made by accident, or whatever else the story needs. [/LIST] Anyway, that's kind of how I envision it working. Note the number of times I imply that the DM will decide on a case-by-case basis what is needed and how? That's intentional. [/QUOTE]
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