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General Tabletop Discussion
*Dungeons & Dragons
Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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<blockquote data-quote="Lazybones" data-source="post: 9584236" data-attributes="member: 143"><p>I didn't see anything in the DMG to suggest that magic item crafting is an optional rule. Ultimately it's another one of those things that's up to the DM. An average party earning book-standard treasure based on the tables in the DMG should have no trouble manufacturing whatever they want appropriate to their tier of play, assuming that there is no external timetable directing events. The DMG suggests that the DM should roll on the Random Treasure Hoard table "about once per game session." Per that table, a CR 5-10 monster that has a treasure hoard should have about 4,400gp worth of monetary treasure, which is enough to craft two Rare items or 22 Uncommon items. Finding the raw materials can be an issue, but if you're in a city it's a 75% chance, with rerolls allowed every week, so again unless there is a time pressure that's not a big problem. This assumes, of course, that the player characters have selected the appropriate proficiencies and are interested in creating magic items. But as a purely mental exercise based on RAW in the DMG, it's an extremely powerful option. I mean, based on the example above, one CR 5-10 hoard would be enough to kit out everyone in the party with armor that casts <em>shield</em> 6/day and <em>winged boots.</em> </p><p></p><p>I am running one 2024 campaign right now and am developing another. Until I get a better handle on the new ruleset I am trying to follow the default rules, allowing item crafting and bastions, but this is definitely something I'm keeping an eye on. My new campaign is set in a frontier area, so finding the raw materials to craft items is more challenging (25% chance, as opposed to 75% in a city), and I'm trying to build in some generic quests that can be customized to specific ingredients for items that the players might be interested in crafting.</p></blockquote><p></p>
[QUOTE="Lazybones, post: 9584236, member: 143"] I didn't see anything in the DMG to suggest that magic item crafting is an optional rule. Ultimately it's another one of those things that's up to the DM. An average party earning book-standard treasure based on the tables in the DMG should have no trouble manufacturing whatever they want appropriate to their tier of play, assuming that there is no external timetable directing events. The DMG suggests that the DM should roll on the Random Treasure Hoard table "about once per game session." Per that table, a CR 5-10 monster that has a treasure hoard should have about 4,400gp worth of monetary treasure, which is enough to craft two Rare items or 22 Uncommon items. Finding the raw materials can be an issue, but if you're in a city it's a 75% chance, with rerolls allowed every week, so again unless there is a time pressure that's not a big problem. This assumes, of course, that the player characters have selected the appropriate proficiencies and are interested in creating magic items. But as a purely mental exercise based on RAW in the DMG, it's an extremely powerful option. I mean, based on the example above, one CR 5-10 hoard would be enough to kit out everyone in the party with armor that casts [I]shield[/I] 6/day and [I]winged boots.[/I] I am running one 2024 campaign right now and am developing another. Until I get a better handle on the new ruleset I am trying to follow the default rules, allowing item crafting and bastions, but this is definitely something I'm keeping an eye on. My new campaign is set in a frontier area, so finding the raw materials to craft items is more challenging (25% chance, as opposed to 75% in a city), and I'm trying to build in some generic quests that can be customized to specific ingredients for items that the players might be interested in crafting. [/QUOTE]
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Wrapping up first 2-20 2024 campaign this week, some of my thoughts
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