Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What's Your Unofficial Errata?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ondath" data-source="post: 9117785" data-attributes="member: 7031770"><p>I agree in principle that giving players the freedom to craft the items they want and face challenges with the preparation they come up with is very rewarding, and integral to sandbox style play. In a system where the power level of magic items is properly factored in, I'd have absolutely no worries keeping such a system (even in a story-based game, where I might try to leave some free downtime to craft this sort of thing).</p><p></p><p>But 5E's magic items are horrendously imbalanced, and allowing the players to craft whatever they want just breaks the game too quickly. The game's encounter balance has no way of accounting for the number and power level of magic items the party might have. Level Up tries to address it somewhat, but even their advice boils down to "Make the encounters a bit harder". In contrast, 3E had very exact calculations on how powerful each magic item was, and could factor in the magic items in a PC's possession to their overall strength, and you could then balance your encounters around that.</p><p></p><p>The main problem with the crafting system is the fact that A5E has to be compatible with O5E's rarity system, and the rarities are just terrible indicators of power level. Ring of Protection and Cloak of Protection have different rarities, despite having the exact same effect (and yes, the ring is more valuable because you could technically wear multiple rings but you can only wear one cloak, but with the attunement limit keeping the number of meaningful slots capped at 3, this doesn't really matter). Furthermore, some uncommon magic items like the Headband of Intellect fix your stat to a certain number. So technically the entire party could dump their intelligence, survive until Level 5, then mass produce Headbands of Intellect so that they all have 17 Intelligence, and all their other stats are also higher because they all dumped INT. I know this is an exaggerated example, but I'm trying to show how the lack of granularity in the rarity system makes it so that a lot of insanely powerful items can be crafted with too much ease, simply because they are Uncommon.</p><p></p><p>This becomes a bigger problem at higher levels, due to the logarithmic progression of gold acquisition and magic item costs. So uncommon items usually cap at around 500 gp. If you're following the treasure guidelines in Trials & Treasures (which I generally find to be sensible), a PC can craft their first Uncommon magic item only at Level 3, and it takes almost all of their wealth doing so. I still think Level 3 is a bit early, but it's still reasonable. But at Level 11, you get 5000 gp just from your adventures at that level, and at the end of the level, the total gold you've accumulated over your career should be more than 18000 gold. With 18k gold, you can make one cheap Very Rare item and run out of money. But you can make <strong>THIRTY SEVEN</strong> Uncommon magic items. I'm sorry, but one Very Rare item is nowhere near as powerful as thirty seven Uncommon items, especially when there are really busted items that shouldn't be Uncommon in that list.</p><p></p><p>So even for a sandbox campaign, I think A5E's crafting system is too open for abuse. I've got no problem with crafting consumable magic items, even stuff that would be counted as a minor magic item in O5E (so things like Bags of Holding, Nolzur's Marvellous Pigments and so on). But I feel like a reasonable campaign cannot allow a player to craft more than one or two permanent items. So I'd much rather move those out of the crafting framework, and into something like "You find broken pieces of the legendary sword Narsil. You might spend the equivalent of a crafting activity to craft this into a great weapon of fame, and you might do a similar activity later on to upgrade the weapon into something even stronger. But don't expect going out crafting a new Flametongue or Frost Brand after every downtime."</p></blockquote><p></p>
[QUOTE="Ondath, post: 9117785, member: 7031770"] I agree in principle that giving players the freedom to craft the items they want and face challenges with the preparation they come up with is very rewarding, and integral to sandbox style play. In a system where the power level of magic items is properly factored in, I'd have absolutely no worries keeping such a system (even in a story-based game, where I might try to leave some free downtime to craft this sort of thing). But 5E's magic items are horrendously imbalanced, and allowing the players to craft whatever they want just breaks the game too quickly. The game's encounter balance has no way of accounting for the number and power level of magic items the party might have. Level Up tries to address it somewhat, but even their advice boils down to "Make the encounters a bit harder". In contrast, 3E had very exact calculations on how powerful each magic item was, and could factor in the magic items in a PC's possession to their overall strength, and you could then balance your encounters around that. The main problem with the crafting system is the fact that A5E has to be compatible with O5E's rarity system, and the rarities are just terrible indicators of power level. Ring of Protection and Cloak of Protection have different rarities, despite having the exact same effect (and yes, the ring is more valuable because you could technically wear multiple rings but you can only wear one cloak, but with the attunement limit keeping the number of meaningful slots capped at 3, this doesn't really matter). Furthermore, some uncommon magic items like the Headband of Intellect fix your stat to a certain number. So technically the entire party could dump their intelligence, survive until Level 5, then mass produce Headbands of Intellect so that they all have 17 Intelligence, and all their other stats are also higher because they all dumped INT. I know this is an exaggerated example, but I'm trying to show how the lack of granularity in the rarity system makes it so that a lot of insanely powerful items can be crafted with too much ease, simply because they are Uncommon. This becomes a bigger problem at higher levels, due to the logarithmic progression of gold acquisition and magic item costs. So uncommon items usually cap at around 500 gp. If you're following the treasure guidelines in Trials & Treasures (which I generally find to be sensible), a PC can craft their first Uncommon magic item only at Level 3, and it takes almost all of their wealth doing so. I still think Level 3 is a bit early, but it's still reasonable. But at Level 11, you get 5000 gp just from your adventures at that level, and at the end of the level, the total gold you've accumulated over your career should be more than 18000 gold. With 18k gold, you can make one cheap Very Rare item and run out of money. But you can make [B]THIRTY SEVEN[/B] Uncommon magic items. I'm sorry, but one Very Rare item is nowhere near as powerful as thirty seven Uncommon items, especially when there are really busted items that shouldn't be Uncommon in that list. So even for a sandbox campaign, I think A5E's crafting system is too open for abuse. I've got no problem with crafting consumable magic items, even stuff that would be counted as a minor magic item in O5E (so things like Bags of Holding, Nolzur's Marvellous Pigments and so on). But I feel like a reasonable campaign cannot allow a player to craft more than one or two permanent items. So I'd much rather move those out of the crafting framework, and into something like "You find broken pieces of the legendary sword Narsil. You might spend the equivalent of a crafting activity to craft this into a great weapon of fame, and you might do a similar activity later on to upgrade the weapon into something even stronger. But don't expect going out crafting a new Flametongue or Frost Brand after every downtime." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What's Your Unofficial Errata?
Top