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General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
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<blockquote data-quote="Stalker0" data-source="post: 8210425" data-attributes="member: 5889"><p><strong>Mundane Crafting</strong></p><p></p><p>1) Probably two timeframes: One for consumable type items and one for your more permanent items.</p><p>2) Generally reasonable timeframes for making items.</p><p>3) I would recommend like healing rules, set some default times (aka downtime) but then allow for a quicker variant for DMs doing the nonstop quest as opposed to the longer campaign style.</p><p></p><p><strong>Magical Crafting</strong></p><p>1) I am fine with GP as your main "ingredient", aka I don't want a lot of granularity and detail. That said, I think adding in the notion of a "special ingredient" would be fine. Aka this magic item requires 2 secret ingredients. If you don't do this, than I would put in a sidebar that drives home the notion that most magic items really are rare for a reason. A PC making a single rare item is fine, a PC mass producing that same item is something the DM should give consideration to.</p><p></p><p>2) I am fine with costs being due to item category (uncommon, rare, etc) instead of item by item. However, for best results, the item list needs to be reviewed (some classifications are simply not right for the power of the item), and I would add in one level of granularity to give you a bit more control over prices. I think that's enough price points to do the job.</p><p></p><p>So </p><p>Uncommon</p><p>Uncommon (Special)</p><p>Rare</p><p>Rare (Special)</p><p>etc</p><p></p><p>3) What I would like most, are rules and tables for various magical item quirks and personalization. To me crafting is not just about getting cool ability X, its about putting a bit of creativity into the item. Add some tables of ideas to inspire people to really tailor their items, not just in ability, but in form, usability, etc.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8210425, member: 5889"] [B]Mundane Crafting[/B] 1) Probably two timeframes: One for consumable type items and one for your more permanent items. 2) Generally reasonable timeframes for making items. 3) I would recommend like healing rules, set some default times (aka downtime) but then allow for a quicker variant for DMs doing the nonstop quest as opposed to the longer campaign style. [B]Magical Crafting[/B] 1) I am fine with GP as your main "ingredient", aka I don't want a lot of granularity and detail. That said, I think adding in the notion of a "special ingredient" would be fine. Aka this magic item requires 2 secret ingredients. If you don't do this, than I would put in a sidebar that drives home the notion that most magic items really are rare for a reason. A PC making a single rare item is fine, a PC mass producing that same item is something the DM should give consideration to. 2) I am fine with costs being due to item category (uncommon, rare, etc) instead of item by item. However, for best results, the item list needs to be reviewed (some classifications are simply not right for the power of the item), and I would add in one level of granularity to give you a bit more control over prices. I think that's enough price points to do the job. So Uncommon Uncommon (Special) Rare Rare (Special) etc 3) What I would like most, are rules and tables for various magical item quirks and personalization. To me crafting is not just about getting cool ability X, its about putting a bit of creativity into the item. Add some tables of ideas to inspire people to really tailor their items, not just in ability, but in form, usability, etc. [/QUOTE]
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