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General Tabletop Discussion
*Dungeons & Dragons
What do you want out of crafting rules?
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<blockquote data-quote="cbwjm" data-source="post: 8212999" data-attributes="member: 6788732"><p>Trying to think of things that I've done for crafting in the past. Most mundane items I wouldn't worry about, if you have the tool proficiency and an area like a forge or laboratory then it can be assumed you have the base materials. I was kicking around an idea for herbalism kits (for a variety of healing items), poison kits and alchemy supplies (for potions and various other items like sovereign glue) which had different tiers such that common and uncommon items can be made with commonly found materials which are easily sourced in a large enough town while rarer items might need uncommon or rare, or even legendary materials but what those items are aren't really defined. Haven't implemented it though, and I do like the thought of needing specific items like dragon scales or the essence of an elemental for potions of resistance.</p><p></p><p>There is a dwarf NPC in my setting who is working on forging a magical axe (all dwarves have the ability to forge one magical item in their lives without needing any sort of spellcasting, though they need to have certain skills to create them). Currently he is down in an old dwarven city forging the axe from some adamantine, next he'll have to travel to a mountain peak to empower the axe with the power of a storm (assuming him and his allies make it out of the old city, not sure if he will without PC intervention). Things like this make magical item creation interesting in my opinion. I'm not sure exactly what would be needed by a spellcaster forging an item, but it would likely be just as fantastic. I think some of the old 2e books had tables of fantastic materials for magical items which I might look through if someone wants to craft something more magical.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8212999, member: 6788732"] Trying to think of things that I've done for crafting in the past. Most mundane items I wouldn't worry about, if you have the tool proficiency and an area like a forge or laboratory then it can be assumed you have the base materials. I was kicking around an idea for herbalism kits (for a variety of healing items), poison kits and alchemy supplies (for potions and various other items like sovereign glue) which had different tiers such that common and uncommon items can be made with commonly found materials which are easily sourced in a large enough town while rarer items might need uncommon or rare, or even legendary materials but what those items are aren't really defined. Haven't implemented it though, and I do like the thought of needing specific items like dragon scales or the essence of an elemental for potions of resistance. There is a dwarf NPC in my setting who is working on forging a magical axe (all dwarves have the ability to forge one magical item in their lives without needing any sort of spellcasting, though they need to have certain skills to create them). Currently he is down in an old dwarven city forging the axe from some adamantine, next he'll have to travel to a mountain peak to empower the axe with the power of a storm (assuming him and his allies make it out of the old city, not sure if he will without PC intervention). Things like this make magical item creation interesting in my opinion. I'm not sure exactly what would be needed by a spellcaster forging an item, but it would likely be just as fantastic. I think some of the old 2e books had tables of fantastic materials for magical items which I might look through if someone wants to craft something more magical. [/QUOTE]
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What do you want out of crafting rules?
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