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@woutvanostaden12997 сағат бұрын
Perhaps alternatively they could "re‐craft" an existing magic item. Like I have a magic cloak of type A and certain rarity and for X amount of gold, time and maybe another specific magic item we can "re-craft" it into a different magic item cloak. Like turning a cape of the montebank into a cloak of displacement for a bunch of gold, displacer beast tentacles, 2 spell scrolls of blur and some down time in a special (potentially dangerous area). Uhm Will, I had donated a bunch of things during the livestream, but I have never been contacted about the donation reward. (My tablet was having issues at the time, I wanted the 1-shot with you!)
@Jim_A_PersonСағат бұрын
Thanks Jeff
@lmt83110 сағат бұрын
Me when I brew oils of sharpness a consumable magic item, for 10 thousand gold and use it on a weapon and sell it for 40 thousand
@lmt83110 сағат бұрын
Permanent +3 weapon with a very rare potion is hilarious
@ericpeterson87329 сағат бұрын
??? Who has that kind of wealth? The king? A high-powered fighter knight? Most wealthy people aren't that liquid. Their wealth is in land or crops or overpriced art objects like paintings or sculpture. Maybe your campaigns have gold flowing through them, but that means the profit motive is less impactful for the average NPC.
@PratyushKumarSingh-q3u8 сағат бұрын
😂😂😂@@lmt831
@3p1c_Mustache5 сағат бұрын
10:45 the difference is that you players feel like the accomplished something when they crafted a magic item. They feel a bit more of a connection to it because they put thier time and energy into it, rather than being given in a random dungeon that may or may not have a benefit to the party.
@asumax84 сағат бұрын
This is how I am with my characters. Making items and spells that could go down in history with the likes of Mordenkainen and others, instead of bumming off their leftovers
@chrisscott95648 сағат бұрын
The thing that disappoints me with the crafting rules is that all of it has the proficiency in Arcana requirement. I feel like it would have been way cooler if you could work together as a party (i.e. crafting a new Axe for the barbarian, maybe they have the smiths tools and forge the head, the druid has woodcarvers tools and makes the handle, and the wizard has the arcana proficiency to magically weld them together, infusing it with power). Maybe makes it too complicated but just saying "Arcana is the new mandatory ability because without it, no crafting." just feels harsh.
@rhylin266 сағат бұрын
This is how I plan on running it in my games. Maybe at the cost of increased time required, not sure yet.
@Tupadre975 сағат бұрын
Yeah they literally just made arcana the best skill in the game by far
@laduger82784 сағат бұрын
Outside the box, make it Arcana or Religion. Next, what if there are specific blueprints and plans (Ala Bruenor and Aegis Fang) if you get all the materials, follow the arcane recipe (requires checks), spend the time and voila. Again, DM says yes or no...even on the crafting.
@cleotabitha5 сағат бұрын
Me and a friend played through Solasta, which was a dnd 5e SRD based game and one cool part with the crafting in that, is that contributing party members could cover missing skill proficencies, so our dwarf fighter could forge a sword and in turn our wizard would handle the arcana part
@Gog5119 сағат бұрын
Back in 3E my DM would have us spend experience points as part of crafting magic items. It represented giving some of your magic to the item. It also mitigated some of the OP issues because it meant you didn’t level up with the rest of the party. If I recall correctly it also took much longer.
@blakereid57857 сағат бұрын
Thats why i like gold as XP.
@MrFinalMax6 сағат бұрын
That was actually part of the base crafting rules in 3E-3.5. It was part of why the original Artificer had an XP pool as a feature. It was meant to encourage some degree of crafting.
@martl86156 сағат бұрын
Didn't like it at all. It encouraged selfishness, as crafting for another party member felt soooo bad.
@xornxenophon36526 сағат бұрын
@@martl8615 Pretty realistic approach; giving away freebies does no mean anything unless there is a price-tag attached!
@PrimusxPilus3 сағат бұрын
@@martl8615 We had it where helpers could also donate xp
@TheLegendaryLegacy6 сағат бұрын
Broom of Flying does require attunement now. I would like to mention that.
@Comrade22613 сағат бұрын
Meh.
@hamsmcham32383 сағат бұрын
Yeah I was going to say that a lot of these issues are solved by requiring attunement. As a dm, I would also say that familiar can't attune for "reasons" (most likely lack intelligence) When you only have 3 slots, you need to really decide what to use your gold on and have on your character. I would also make it take a long rest to UN attune along with attunement
@bagelgeuse57369 сағат бұрын
14:42 There's a reason for that: It's because they stack. If you just want the effect of one, it's uncommon but if you want to benefit from that effect again then you need an uncommon and rare item. It is actually pretty smart balancing.
@ryangray83928 сағат бұрын
So many people miss that fact.
@Missiletainn8 сағат бұрын
Also you can only really wear one cloak plasuibly, and you can rare multiple rings.
@lordmars23878 сағат бұрын
@@Missiletainn Beat me to it. Officially though only 2 rings can be in effect at a time, raw.
@orbracha258 сағат бұрын
@@lordmars2387 Yeah but most DMs will let you have at least 10 rings active as long as they don't require attunement
@Subject_Keter8 сағат бұрын
I just picture someone with 20 cloaks now.😂
@scp253910 сағат бұрын
legendary fishing rod, so you can fish crits XD
@vitorgamesdaterrafinal557910 сағат бұрын
You did not just make this pun. Your pun pass has been revoked, and you are hereby banned from the Pun United Nations (P.U.N) and any associated groups.
@loka77835 сағат бұрын
The kid that took that rod and ran off with it is long Gon. (Hunter X Hunter reference)
@xiongray10 сағат бұрын
Attunement Slots should curb this when introducing good magic items
@sidecharacter71659 сағат бұрын
Also down time is limited as you are not working during a rest when traveling without getting exhaustion. I still prefer skill check rolls for quality of item(+1 sword = DC20 and DC 30 = +3 sword for example). The fact that people don’t consider how other parties and villains can use these items/consumables is sad. A Dragon with a Potion of Haste, a Potion of Heroism, and 2 potions of Invisibility makes all these combos seem small.
@xeath99929 сағат бұрын
@@sidecharacter7165 Does that DC lower when someone fully specks into being the party crafter? Like Forge Cleric with the Crafter background and both crafter Critical Role feats?
@sidecharacter71658 сағат бұрын
@@xeath9992 No, I just give Expertise in the specific crafting tool(Smith or Enchanting per example) I also may allow the Reliable Talent in that skill as well. Forge cleric I homebrew Expertise in Smithing at Level 1. Different item materials have different Buffs or Debuffs to the roll. Pigiron is -1 and high quality iron adds a +1 to the smithing roll. I also do a give and take when it comes to spells. You can make an item with a passive effect for say Fire resistance. A 30 is when worn, a 20 requires Attunement, a 15 acts as the Absorb Elements Spell 1/Day, and a 10 breaks the item. I allow up to 4 enchantments and you can rework an enchanted item at a +5 to all new DC’s. I think healing potions work the best: base = DC15, greater = DC20, Superior =DC25, Supreme = DC30. Example potion maker: +1 Alchemy set at level5 with a +4Int(or Wis) mod and Expertise(+6). Player has enchanted gloves with Passive a Enhanced Ability Attuned. So a dedicated potion crafter would have Advantage at +11 before any material buffs. Expect a singular Greater or Superior potion of healing per downtime.(Assuming they bought or made the Attunement item)
@GeorgeWashingtonLaserMusket27 минут бұрын
The risk of losing the item is what curbs it's abuse. I'm already limited to three attunement slots as a not Artificer. Let me keep my nice items if I'm a considerate player. Early on I always tried insane, whacky, not quite peasant cannon but you get the idea kinda things. Because it's a game and it's fun and I'm creative and chaotic and an aspiring inventor; then I realized it was stressing my friend, so I changed my behavior, my whacky ideas would get floated by him if I could, if it was a spur of the moment thing I'd bring it up discretely. I'd stop trying to argue "but the science would work" and we were both happier. He let's me do more creative things, knowing I'm not trying to destroy the story, or break the game I just am chaos and sometimes that means getting to do weird things like skinning an enemy but keeping the muscles, blood vessels, etc on the skin, then "work the meat" to make an insane nightmare fuel armor. Although that wasn't D&D that was Mass Effect TTRPG and the creature I used was a collector. Canonically someone had to make the first suit of collector armor for commander Shepard in Mass Effect 2. I got to play an insane doctor and everyone else got to play someone deeply concerned about being checked up by me when they get injured. It's a win win!
@joshmurphy66097 сағат бұрын
Jeff is my new favorite DnDShorts character
@dgeata7 сағат бұрын
10:45 This is why magic items and magic item creation is in the DMG not PHB. Just like Bastions. Its a feature that the DM can unlock when they feel its good for the story. If these are meant to be used without DM buy-in, the rules would be in the PHB. But that also has several caveats. We've all had those campaigns where we have WAY too much gold and the campaign is a cat/mouse style campaign where the players NEVER get downtime to do anything, so the gold just sits there and piles up. We've had campaigns where there is plenty of gold and the downtime, but the DM or adventure isn't seeding any magic items so players begin to feel underpowered. There have been games where the players may be forced to take extended downtime due to winter arriving and causing the party to be stuck in a town for days or weeks. Not every game of D&D is the same and this will be a boon or bane at tables. I think it's awesome there are, finally, clear crafting rules for those times where enough game time exists to do something like this. Nothing stops the DM from making the items require a special component and turn it into a a single session side-quest. D&D isn't an MMO that gets a patch that breaks the game in some way until a new patch is pushed that fixes it. The table has the power to adjust the ebb and flow of these things as needed.
@Psuedo-Nim5 сағат бұрын
well, if they are going to put in the DMG, they should do it right not make a lazy broken system without warning new DM's "as written, this system will destroy your game balance."
@dgeata3 сағат бұрын
But is it broken? This channel and many others are all about broken combos. Have these rules been ran, as is, in a game that Shorts has played? Or you or me? I doubt considering the DMG is so new. Its worth seeing how these rules play out over the next few months to see if they actually need table to table adjustments.
@Psuedo-Nim3 сағат бұрын
@@dgeata of course its broken. You dont need to play a game to tell that. The generation, on demand, of any magic item for a small investment of time and money with no other requirements or limit is absolutely broken.
@lore_shardsСағат бұрын
Also, the argument that it's in the DMG so it's up to DM discretion is bogus. Once it's in the game, player will see it not as an optional rule set but as part of the core rules, which these are! You will never get around the new dynamic of feeling like you are taking something away from the game and players now. With so many crafting systems out there that are better, why would you put this broken thing into it? I know why. Because similar to Bethesda, Hasbro now depends on the modding community to fix their hastily put together product.
@fakemcfarland2 сағат бұрын
Most of the "broken combos" mentioned require attunement. Enspelled weapons and armor, broom of flying, gauntlets of ogre power, cloak of protection. Each character can only use three at once. Also, I'm not sure you can do 16 hours of work in a day. The dmg specifically says you must spend 8 hours of work per day. Not saying this mechanic could get really out of Hand but it does give us something to finally spend all that gold and downtime on. :)
@ilovethelegend21 минут бұрын
Yeah, I feel like I would at least force con checks on the crafters for that.
@sathancat7 сағат бұрын
I'm yet to find a DM that meets my desire to roleplay crafting. I always liked the idea of having the intention to craft a specific magic item and have it turn into a quest with a number of steps. These rules don't have to be busted.
@asumax85 сағат бұрын
Agreed. Though in my experience with it they either don't allow for the downtime the system requires or the DCs for checks are to demending, especially when its pass or fail no matter how for into the process you are. You could be 1 day or 3 months, one fail and its completely worthless
@derekseaton44129 сағат бұрын
This kind of power is exactly what happened on my Westmarches Server, Bright Dawn. High magic can be fun! It heavily encourages Downtime usage, but you still WANT to go adventure all the time. Might not be for some styles of the game, but it’s perfect for Westmarches.
@michaelold6695Сағат бұрын
Glad to see the VLDL footage. I watched that campaign in their channel. It looked like you all had a ton of fun
@themonkeys965 сағат бұрын
A correction is that elves cannot reduce the time to craft items. Item crafting times are measured in days, not hours. For a day to count, you must work 8 hours. So the 4 tattoo, 4 familiar combo will require 40 days work with no ability to reduce.
@asumax85 сағат бұрын
Except the Crafters feat. I think it does reduce the time required a bit. Or maybe its just the cost
@Psuedo-Nim4 сағат бұрын
the work can be split up. the hours just have to total up
@WitchAlice5 сағат бұрын
Honestly I feel that showing which items require attunement is so important. While I feel that yeah, some of this may be really strong, a majority of items, including enspelled items and the broom of flying, require attunement. Sure you can craft a bunch of busted stuff, but if you can only use three of them at a time, it does balance it at least to an extent.
@jscottbennett4588 сағат бұрын
I wrote a crafting system and one feature was that the AC granted by Dragon Scale armor was based on the age of the dragon that the scales were taken from.
@asumax85 сағат бұрын
I did the same. The age determined the AC and the parts determined type of armor. Skin allowed for Leather/light armor, scales for medium, and larger scales and bone for heavy. I also made the resistance inheriant to the armor so it didn't require attunement to gain that or the AC bonus. I redesigned dragon armor in mine based off the black dragon armor in Kobold's Vault of Magic items
@williamgordon54437 сағат бұрын
They item you mentioned for warlick, rod of the pack keeper, is even more busted because it has no limit to the level of the spell you regain. This means that if your spellcaster takes a one level dip into warlock, they can get an extra 9th level spell slot each day. That's 2.9th level spells a day.
@rhylin266 сағат бұрын
I’m pretty sure they meant warlock spell slot RAI considering it’s a warlock item, but you can definitely argue that RAW.
@Whitewolf1984p5 сағат бұрын
RAI and good faith reading of the rules imply its a warlock spell slot seeing as only a warlock can atune to it. This is the problem with reducing the word salad on abilites/spells, The devs assume that players and DM's are going to use common sense and good faith reading when reading descriptions. And a lot of people just don't, they will find any busted mis interpritation of anything they can just to get more than they should, and it's not just in TTRPG's.
@kelvinhernandezsalas88183 сағат бұрын
@@rhylin26idk, the old pact of the rod keeper had wording that specified a pact slot. Seems like this was done on purpose.
@michaelpegg42887 сағат бұрын
Just think of all the magic items the monsters can make Every servant of that high level lich has access to a wish spell.
@michaelleue75947 сағат бұрын
I mean, attunement slots are still a thing. Nobody gets to have all the goodies. And flying in general is so frequently banned that I think the particular case of the broom is usually going to be disallowed by default. I made a character as a tattoo artist who hands out tattoos as magic items to my party members and it isn't that busted. It still costs plenty enough for people to have to make decisions about their spending and there's a bunch of cool flavor associated with it. It's basically everyone gets ~2 extra feats and ~%50 less gold.
@mythaniakeroberos24059 сағат бұрын
I would love this. Our DM's loot? Random. Shops? Random. Please, let me just choose something my character can use.
@Psuedo-Nim8 сағат бұрын
Tell the DM your character is searching for the item, and game out that search and acquisition.
@orbracha258 сағат бұрын
If your DM gives you completely random loot, they're doing it wrong
@Subject_Keter7 сағат бұрын
@@Psuedo-Nim based off the general complaining of DnD players, i can totally see the DM making you outlift a roided out dragon to get that one treasure you want. I think you should be able to craft the item at %75 power and need rich stuff to make it at %100 and %125 power
@mythaniakeroberos24054 сағат бұрын
@@Subject_Keter Wait, I have to play Ring Fit Adventure now?
@hyperactive2264 сағат бұрын
An interesting way to curb the lack of interaction was solved by one of my first DM’s and good friend of mine, In order for us to craft an item, we had to go searching for a centerpiece (pearl, rare gemstone, bark from a sacred tree) in order to complete the piece. In exchange for putting the effort and risk into obtaining these centerpieces, the magic item we would craft would be altered in some way to better reflect the players, the magic qualities subtly being buffed to fit our builds or theming (a +1 axe doing a d4 fire damage for an elemental barbarian, etc).
@turtleisturtle8 сағат бұрын
Thanks for this video. You clearly demonstrated with magic items 2024 crafting need adjustment. Even without scroll crafting and using Thief or Quicken spell to double cast every round.
@laughingpanda43957 сағат бұрын
Well that all depends on the DM. Materials could range from hard to get to nearly impossible to find. The party has a 75% chance to find them, that doesn't mean they are for sale. Maybe getting the items revolves around a quest or must be stolen. Lots of ways around just giving these busted items away. If the DM is new to the game, you could easily use these mechanics until the game is no longer fun.
@jeffersonian0004 сағат бұрын
Given you need the correct skills, correct tools, the correct spells, and the correct materials plus time, it’s not as unbalanced as is being implied. These are functionally the same item creation rules for the 3e, 4e, and 5e System Reference Document, so it’s not like it’s a new set of rules no one has seen before (even if most people never bothered to read them). I’ve been using the D&D item creation rules since 3.0, and my 5e group has been using this version since we started playing 5e. It’s not broken when anyone can walk into a shop and buy the same thing, or loot the same thing from a corpse. The difference is guaranteeing you acquire it versus relying on a loot table roll.
@jacobcorturillo65377 сағат бұрын
How I do crafting is that it takes 10 business days so 60 hours for a uncommon ad 5 days for each rarity up I also have it costs half as much as the item you need to adventure to gain the gold you need to do this there are also arcana skills checks you need to get a 10 to gain normal time a 5 for half and a 5 for double if below a 5 quarter the time if above a 20 triple it (also my players often only want weaker ones I also only let them start at level 6)
@heathbecker4209 сағат бұрын
The reason for the difference in rarity of the cloak of protection and the ring of protection is likely (and I am guessing here) because you can only have one cloak on but you can wear 2 rings. Therefore since you are giving up your one cloak slot for protection the item has a lower rarity and thus easier to obtain. Since the ring only takes up 1/2 your ring slots its more rare and harder to obtain.
@robertmore7038 сағат бұрын
same bonus sources do not stack. you do not gain anything by wearing a 2nd ring of protection. it is in either the PHB or the DMG.
@heathbecker4205 сағат бұрын
@@robertmore703 did I say anything about wearing a 2nd ring of protection? No. I was only saying you have 2 ring slots therefore a ring is a better item to have as you can wear a ring of protection AND another ring (feather fall for example) whereas if you have a cloak of whatever that is the ONLY cloak you can wear.
@robertmore7033 сағат бұрын
@heathbecker420 there is nothing in the game about not bring able to wear multiple cloaks. Ever heard of a half cloak? 😜
@heathbecker4203 сағат бұрын
@@robertmore703 DMG p 141 MULTIPLE ITEMS OF THE SAME KIND Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of head wear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks. So while its under "common sense" there is a rule that typically you cannot do this and its by DM exception if you can. I allow multiple amulets as those are not bulky or going to interfere with each other however multiple cloaks is pushing this boundary of common sense for magic items though I will grant it could make sense depending on the cloaks' powers. That said I see this does not mention multiple rings and since we have 10 fingers and as many toes you could wear up to 20 rings or (more possibly) however attunement slots are still going to be the limiting factor as the vast majority of magic rings require attunement
@Finalplayer147 сағат бұрын
A few things that comes to mind when talking about 5.14e/5.24e Magic Item Crafting Rules is that its in the DMG- not the PHB. These rules are DM facing not Player Facing, so while they're not optional- its not something the players technically have direct control over without their DM say so. A thing I noticed they seemed to have removed from the 5.14e rules vs the 5.24e rules was the Blueprints/Formula mechanic. The old rules had it so you had to obtain the lore/blueprints as to how to craft the item and without it you couldn't craft it. It made it so you had to go adventuring or hunting for those Blueprints/Formula to craft the magic item in the first place. Now with those rules gone, we just have to assume the characters just know how to craft any of the items in the DMG? Assuming of course your DM lets them have free reign on what they can craft, then they could basically make whatever they want assuming they have the proficiencies, money, time, and luck on the material roll in a city. Crafting Magic Items is a thing you and your group need to talk about at Session 0 for sure.
@rhylin266 сағат бұрын
If I run a 5.24 game, I’ll probably homebrew the blueprint rule back in. Thanks for the reminder.
@MisterDiceGuy10 сағат бұрын
0:27 Caught me off guard while I was getting ready for the day. Well played 😂
@Aequitas_RJ7 сағат бұрын
10:13 These rules don't encourage players "to NOT play D&D," they encourage players to go into a fight with ALL of their options available instead of HOPING a DM gives them that +3 magic weapon, because instead they can craft it themselves (or have the artificer craft it.)
@brandond.77684 сағат бұрын
Random comment but I've taken in my GMing that to make magic items is more than just "knowledge" to help limit things like this (in 3rd ed). Your anvil has to be magic, the fire that heats, the wood working mats or hammer...ect...Inspiration came when I looked at my friends woodworking shop and he had tons of specialty equipment and watching blacksmiths on youtube. This also helped me keep pc's with sticky fingers from stealing magic items generally because any created were not "activated" which required a special strike from a hammer or a magic word....and only the one creating the magic item knew what was missing from the magic equation to activate it. THis also made find magic forges from ancient people much more exciting to find.
@samsturdi8 сағат бұрын
4:52 of all the KZbinrs I’m pretty sure he would be the funnest to have as a DM.
@NotThatHarrison6 сағат бұрын
I think the whole reason these rules are in the DMG is so it’s the DMs discretion if/when players get to craft stuff, and there isn’t an encyclopaedia in universe for magic items- they’d still need to do research etc. have it address the players needs, rather than just giving them everything
@robertsilvermyst73253 сағат бұрын
Hammond 's solves a lot by having certain items require monster parts, as well as introducing an appraisal/harvesting system. You want those gauntlets of ogre power? You need to kill an ogre, pass an appraisal check and a harvesting check.
@Elohist20094 сағат бұрын
XGTE already had good crafting rules that gave DM’s the tools they needed to weave crafting components into their campaigns. They also included complications during crafting so that the process didn’t feel cheap by just guaranteeing a magic item with money time and skill. We had Artificers for a reason after all.
@BrazenBard4 сағат бұрын
...this is why you make finding the components for the item a quest in and of itself. Want an enchanted sword? Get an ounce of starmetal - might have to search for a while. Want a demonbane weapon? Get a feather from an angel, archon or deva. Those aren't found in the regular spell component stores...
@justinsharp63238 сағат бұрын
5:04 I was not prepared for the Shadowhunters references in year of our lord 2024. What a bizarre show, but whoever put that in is giga classy.
@williamrask84729 сағат бұрын
Since divine smite is now an evocation spell, the entire party can now be paladins without being paladins. With 6 charges its even more smites than most low level paladins
@GKplus83 сағат бұрын
honestly, a chunk of the "work overtime to get a ton of stuff" side of things could be covered by a homebrew rule of instituting a "cooldown" period after crafting. Flavor it as being magically "burnt out" or the like.
@hyperdreamer94838 сағат бұрын
The thing is, though all the problems you listed are valid there’s 1 thing you mentioned earlier that kinda invalidates them “Materials”. The problems you’ve describing are if you have the most lenient DM, but if you want people to go out there and explore to craft these items, give these items materials the players need to collect and find on top of the gold price and time needed
@Psuedo-Nim8 сағат бұрын
That's something the DM has to make up. The rules as written state all materials for any item can be found in any city, 75% of the time, once per week check.
@ilovethelegend16 минут бұрын
@@Psuedo-Nim And what if the players aren't nearby a city?
@seanread55564 сағат бұрын
easy fix for that first problem you brought up: Go monster hunter style. In order to make this magic item, you need 200 gold of common materials, arcane expertise, tools etc etc, but you ALSO need certain materials that can only be acquired either from a certain monster, or in a dangerous place with monsters in it. Now, the crafting is a quest hook and can easily be explained because your average magic shop owner cant go take out a displacer beast for the materials. That's where you and your adventuring team comes in!
@Plasmagon997 минут бұрын
Jeff is a good guy helping out with that sponsor.
@greedier-76619 сағат бұрын
Solution is simple: 1-rise cost of crafting and magic items if they are so easy to craft or acquire 2- crafting requires recipes that can be find during adventures. 3-getting gold in town is extremely inefficient and slow. This way they would need to explore to get money and recipes or wait years in story to accumulate enough money to actually buy stuff they want.
@godofzombi3 сағат бұрын
I tend to tie it into the world: Yes, there's a 75% chance that the raw matterial are available in a city. That is: available to everybody: Suppose a nearby Mages guild is buying up all the resources, now the PCs have to go convince them to share some. Or the merchant decides to auction of the materials off to the highest bidder, driving up the price. Or the last two shipments of materials have gone missing during transport and the merchant is asking the PCs to go check that out. Or an npc suggest they use his cheaper materials, black moon rock works just as well as green moon rock afterall and those rumours about a curse are just that, rumours.
@andrewtwardowski64219 сағат бұрын
I have several players that are interested in crafting, so it has featured heavily at my table. A way I throttle the the speed of crafting is a variation of the forced march rules in the 2014 PHB (p. 181) where I allow crafting more than 8hrs in a day, but after 8 hours I call for a CON SAV every 2 hours with DC 10 + 2 for every successive save. On a fail they take a level of exhaustion. Gives them the option to try pushing through and even if they fail the first save they are making 1.25 days of progress per day then using a long rest to drop that exhaustion. Edit: The 2014 DMG and XGE also specify that the formula for crafting an item is required in order to know how to make it. I sneak crafting formulas into the loot of certain baddies and use the Hammund's guides to award components for crafting. I'll likely stick to that even if the 2024 DMG doesn't require it.
@s-o-tariknomad69709 сағат бұрын
Wow, this essentially makes the Artificer redundant. Unless they rework the Artificer to work with this system specifically, in which case it will be Incredibly Broken. You could make a whole Wizard Subclass based around this system too I imagine. A sort of part way Artificer.
@SoldierofKreig6 сағат бұрын
Artificer is held locked behind copyright so they had to do something
@UltimateMustacheX4 сағат бұрын
@@SoldierofKreig Copyright of their own product?
@Lizard0089 сағат бұрын
I think the Cloak vs ring of protection rarity is two-fold: - The cloak slot is pretty contested, many good uncommon and rare 'back items" (cloak, mantle, cape) are about: elvenkind, protection, manta, displacement, spell resistance, mountebank, and a bunch of fun common ones. Whereas you can stack up on rings, depending the table's rules - limited by attunement, of course - Getting 1 is pretty doable. Getting a second item (stacking) becomes more expensive --> doable to get the uncommon one, adding a second requires the rare cost /my 2cp
@l_ndonmusic7 сағат бұрын
Also! The thing you said about the Gauntlets of Ogre Power also apply to the Headband of Intellect. As an Eldritch Knight Fighter or Arcane Trickster, you can dump Intelligence and be rocking an Intelligence that’s even better than even late-game EKs and ATs. Also if you’re multi-classing into an Intelligence class, you can safely use Attack-Roll and DC spells like Chromatic Orb, Hold Person, etc.
@peterterry79189 сағат бұрын
I think that people forget that risk and difficulty make games interesting (golf vs. putting a ball in the hole. Also, if Crafting were that easy, tyrants would have magic armies and a magic arms race would ensure. As Syndrome said, once everyone is special, then no one is special. I love Artificers, but I think that they should be miserly with their secrets. You should hunt for masters to apprentice and for lost recipes as wll as components. I would make Crafting with hard to get materials that have limited shelf life and limits to charges. Have a few legendary items and items that have more than one function and have more than one component. And the potential to blow up. But that's just me.
@jamesknowles92369 сағат бұрын
This sounds like the type of thing rule zero conversations are meant for. But if that's the type of game the players want, then they shouldn't be surprised when the rampaging dragon attacks the workshop roughly 6 hours into the crafting process.
@Subject_Keter8 сағат бұрын
Then that why you make the soul trapping device first! 😂
@keelsron6344 сағат бұрын
So I believe the reason Ring of Protection and Cloak of Protection are different rarities but have the exact same powers, is the game saying if you want to get a plus two to every saving throw and AC through attunement this is how you would do it. It's like it's saying you can't just get that with all uncommon magic items I suppose.
@jordanwhite87188 сағат бұрын
Honestly, as much as people are worried about this in my six years of being a dungeon master I have never come across any of the combos from this channel. Mainly because a lot of players are not really all that interested in being super powerful. Most Dnd players are not coming to this channel and they’re not interested in Building ridiculous combos. Mainly because they have things to do and families to take care of, and they just have other things to do with their time. The only person who would be at all informed in any of my groups about what’s going on with the game would be me and I am the dungeon master. Most of the players either didn’t know or didn’t care to know. They just liked coming to Game every week.
@Villene5 сағат бұрын
I see several DMs, MM included, who pulled a "Explain to me how you can swing/fire your two-handed weapon while holding your broom." I would shoot for flying boots.
@Soul93Taker9 сағат бұрын
We all need a friend like Jeff
@thebtm7 сағат бұрын
My players came up with the idea of making a bag of silence after trying to get a blanket of silence. I made them have to buy the scroll of silence, the 200g of arcane materials, and a bag. Now they could have bought the what ever basic leather bag but was recommended to buy a bag already prep'd for making stuff, like before a bag becomes a bag of holding for example, costing them about 750G total. They were able to save money on silence if one of them knew the spell but they would have to give up the spell slot for x amount of time but since using it for crafting, I am allowing just one scroll for now until I can find a way to balance it better. One player thought it was steep price but I pointed out that the party is making an item that doesn't really exist. For the broom of flying, they need a scroll of fly spell, the 200G and a broom. they have to gather the raw components as well as the 200G for the arcane materials to bind the spell into the item.
@jairzeuske98855 сағат бұрын
I've been a longtime DM and Homebrewer but recently I've been able to play an Artificer in a campaign and I have some thoughts about these rules. When I picked up the Artificer, I enjoyed the fantasy of being the magic item class, but found that the Replicate Magic Item infusion was kind of lame, since if Wizards can warp reality at high levels as the "magic class", why can't an Artificer ever many anything better than a handful of rare items. So, partially inspired by what I saw of the crafting rules from Ryoko's, I made my own crafting rules. Rule #1: Only Artificers can do it, and Replicate Magic Item is gone. Making magic items is a complicated process and save for maybe wizards, only the people that specialize in scaffolding magic to physical objects can engage in their creation. The rarity of your item is determined by your Artificer level (2nd for Uncommon, 5th for Rare, 9th for Very Rare, 13th for Legendary, 17th for Artifact). An Artificer can only ever create one Artifact in their lifetime and functions as their magnum opus. Rule #2: No one has that much downtime. No one is going to have 250 days of downtime to make a legendary item, or even the 50 required in my rules, so I added the concept of Crucibles of Artifice, rare locations of intense magical power (leyline convergences, magical volcanos, etc) which can reduce the time required to craft magic items. This turns creating higher tier magic items from a scheduling conflict to a quest to find a location where it can be done Rule #3: You need to find the magic. Each magic item rarity has an associated CR bracket. In order to craft a magic item, you need to trap the essence of a slain magical creature of that CR bracket in a gem worth at least 10x its CR. This gem then becomes a component consumed by your magic item. This accomplishes two goals: it ensures that an adventure must happen for the magic item to be created and ensures that magic items can just be bought by throwing gold at a session of downtime. Your ability to produce magic items is directly correlated to the quantity and difficulty of enemies you're facing. Rule #4: Magic items need power. Any magic item created by an Artificer must be powered by either an Infusion slot or a spell slot. The spell slot required is determined by rarity and you must power it ever day at the end of a long rest in this case. After 100 days of being powered, a magic item becomes self-sustaining. While the Ryoko's rules are definitely more in-depth than mine, this wound up fitting my table a lot better. We've got a lot of newer players and our setting doesn't have as many monsters for us to hunt, so something more passive has worked really well. I'm still iterating on these rules, but its so strange to see WoTC produce rules where magic items can just come out of nowhere like you ordered them on Amazon and waited for a delivery
@whompwhomp61739 сағат бұрын
Make it where blueprints are needed, as well as checks each day of work which can add or remove days to the total. Certain items need materials that players will need to search for on their own. Making their own blueprints should be possible but it requires time in of itself. I can see adventures revolving around finding a blueprint for someone to make something from, or even gathering materials for someone. Or there's a main adventure/story of trying to get the blueprints from the bbeg to stop/slow him from making some world ending item. Some other rules for artificers to craft their own blueprints for cheaper or less time might work as well
@rhylin266 сағат бұрын
Doing a check every day is a good idea.
@asumax85 сағат бұрын
Just be balanced with the checks. To many times have I seen where a DM has players do checks for crafting/enchanting and one failed check destroys days/weeks/months of work. This can ruin the game for any player that loves the idea of crafting
@Psuedo-Nim4 сағат бұрын
Ok, Vorpal sword: Every random small city in the world reliably has the components to make one in stock three weeks out of four. Three skilled hirleings assist. This Legendary weapon can be turned out at the rate of one every two months. Wand of fireballs. 4 Hirelings helping caster, 10 days, 2000. Crank them out 3 per month. Ditto for spell storing rings. Short order, the entire party is carrying bandoliers of wands of magic missiles, fired from their brooms of flying. Dont forget the horns of Valhalla. All of the Stat boosting tombs can be cranked out with teams of 4 in a month.
@DeadmanwalkingXI2 сағат бұрын
The rules say one hireling at most without a specific exception by the GM, so up all those times a lot if actually following the rules. It's possible to stock up over time, but it's not quite as quick as all that.
@Psuedo-NimСағат бұрын
@@DeadmanwalkingXI Each party member gets a hireling. Hirelings for crafting have no limit, they aren't tired to the Bastion hirelings.
@ElocNodnarb8 сағат бұрын
Worth noting that the updated broom of flying is Attunement 😢
@fero_zetta6 сағат бұрын
I feel like we could give these rules to the Artificer. They're often expected to provide Magic items to the party, so this isn't a big problem. All the others should get more restrictive rules, but the crux of Artificer is Magic Items.
@gyletre6755 сағат бұрын
Meanwhile people playing a realistic pay campaign... Merchants earn 60 gold per month. Adventurers wouldn't really earn more unless they are really doing important tasks, which they shouldn't really be doing at low levels. Nerf crafting by giving money actual value. It was the same with the spell crafting in the playtest.
@Zarvain4 сағат бұрын
Me, I never got into playing 4 or 5e myself, played different versions of 2nd as well as 3/3.5 for years, still play 3/3.5 when I can. As a DM I never had a problem with folks taking downtime for crafting, it was an investment to prep for the next leg of the campaign, something they did looking forward to the next adventure, especially if they are having to winter for months while things shut down do too the environment. That also being said, it cost a LOT more back in 3rd, thousands of gold to but even a simple magic item, half the market value to craft it yourself plus a days work per 1,000 gp of market value or portion there of. And an XP cost, which some hate but I always felt it was never too high, easy to make up by going out and doing a few randoms, and made you think about its cost more, plus it's not like there wasn't ways to get your party members to "help" with that cost, just look up old dragon magazine articles and such, spells for "soul stealing" XP to fuel crafting existed. (Yes, just for crafting can't level with these) But yeah, 200 gold for a permeant flight speed 50 is insane to me, for reference, in 3rd it was 17,000 gp, only did a speed of 40, max carrying of 400lbs (including rider) speed dropping to 30 past 200 pounds. 200 for speed 50 and no problems with weight?!?
@butterflysrage8 сағат бұрын
The bit I don't like is that materials are too easy to get. If players needed to find the right kind of wood to make the broom of flying, and you can't just get that in most cities (maybe 10% chance at max), but, it can be found via adventuring to a forest and risk getting eaten by a bear. Special reagents that require effort to track down creates adventure hooks, rather than stifle them. You can even have fun with adventuring giving materials and let the players find out what can be done with it later.
@troy_landon8 сағат бұрын
I also think that as a GM, I would tell a player with a broom of flying that they’re going to have to roll some athletics checks to stay on that broom while it’s in the air. It can’t be easy to stay on a two inch diameter stick while it’s soaring through the sky lol
@butterflysrage8 сағат бұрын
@ I wouldn’t change the rules of the item, rather make it more interesting to get.
@Whitewolf1984p5 сағат бұрын
@@troy_landon yeah, and as a player, I wouldn't be at your table. make the items interesting to get, make the ingreadients fun to get. NEVER EVER EVER punish a player for using at item they have obtained like that.
@troy_landon5 сағат бұрын
@@Whitewolf1984p well…consider me put in my place. Though a bit harsh, I thank you for your feedback 😆
@Whitewolf1984p3 сағат бұрын
@@troy_landon wasnt intending to be harsh, intended to emphasise just how bad it is to do that XD, my appologies if it came over that way XD
@KevinVideo8 сағат бұрын
The thing I liked about the 5e rules was that you needed a formula to properly craft something. You couldn't just do it if you had the money and wanted to try mess around. This isn't 3rd edition. My house rule is that you still need a formula, but if you don't have one, you can't get help and you could potentially mess up (possibly get a "broken" version that's not as powerful like the two different drift globes), or it'll at least take you longer to make a better version.
@te138110 сағат бұрын
I have no problem with +1 items and level 1 spells being easy to obtain. It's a lot better than many of the broken builds you have shown in your videos. I typically hand out these types of items anyways, now I can let the players build them instead.
@asumax85 сағат бұрын
You make a very good point with that lol
@Tinopachanga9 сағат бұрын
The solution I came with is, instead of using "Crafting days", just treat it as "Crafting Long Rest". Lets say a player wants to craft a Cloak of Protection with all the necessaries requirement already out of the gate. I'd choose a significant amount of hours corresponding to the item, like 16 hours, I don't know. From then, He will be able to use the time of the Long Rest however he pleases. He may work 1 hour or maybe he chooses to take the exhaustion and get it done in 2 long rests. Not only this gives them agency, this also lets them still play the game.
@SunLovinSolaire3 сағат бұрын
I already started thinking crafting was kinda crazy just from the Nonmagical stuff. Even designed a Forge Cleric that gets proficiency in all the big tools and would become the party Blacksmith. (Searing Smite and Magic Weapon’s buffs are also big factors, and Fabricate is very nice)
@jamesmichael53 сағат бұрын
The problem is that your paying any gold to craft in the first place..they need to use a material list for item construction
@tahunuva42543 сағат бұрын
That would require a functioning item economy. D&d doesn't even have a functioning monetary economy :P
@jamesmichael53 сағат бұрын
@tahunuva4254 🤣🤣
@y2a19798 сағат бұрын
There is a good reason for a Soul Knife to still use their psychic blades, namely that they leave literally no traces of where the damage came from. As far as anyone knows, he died of a heart attack. 😀
@Joost891018 минут бұрын
I think magic item crafting would be cool and engaging if each magic item required a rare special material that players would have to seek out to find rather than just gold. Like the broom of flying needing wood from a magic tree, or gauntlets of ogre power requiring the blood of an ogre. It'd turn the crafting from just basic downtime to their own sidequests.
@milesromine99608 сағат бұрын
In the past. If it's a Common magic item we could Bring the basic materials To an armory and order it. A couple of weeks. Anything beyond common requirement was a wish or Divine intervention.
@yolodapro65057 сағат бұрын
My favorite crafting rules are the ones Utopia uses. It's a new independent RPG, and it's crafting rules are great! It fixes all my problems with D&D
@mojin74709 сағат бұрын
At the end of the day, these rules allow players to be creative and use the Gold that they otherwised wouldn't have used and make something cool with it... Everything is at DMs discretion and will be handled differently from table to table. Some tables will use these rules to play a complete powercreep campaign where they min-max the shit out of self-crafted magic items and they will all have their fun with it. At other tables these rules will never be used, because the players don't wanna craft, or the DM doesn't use Magic items, or because the theme of the adventure is just something completely unbefitting. I think it's good to have these kinds of rules in the game and give the handle of control to the DM to make the game fun for his party by using these rules accordingly. Saying these rules are bad, because they inspire behavior that is unhealthy for the game is ignoring the whole point of what DnD is. I would never make a decision for a serious character, in a serious campaign, if that decision wouldn't match with my imagination of the character, the situation and the whole theme of the campaign. It's never about: "Is this the mechanically optimal choice for my character?", that's not what inspires me to play DnD. And that's what DnD is all about: Making decisions based on what fits your character and your party. Saying "it inspires players to sit at home and make OP magic items" is completely disingenious to what the core principle of DnD is and is just not applicable to most tables. Also: There are so many ways to break DnD by abusing OP combos, in the old rules as well as in the new rules. If a player wants to break a game, there has always been ways to do that and if a DM wants to prevent those Combos, there has always been easy ways to prevent that from happening. This is nothing new and nothing that needs to be addressed, or talked about or changed in any way.
@njfernandes875 сағат бұрын
I thought I was the crazy one for not caring for a second about crafting rules to begin with. I want to play DnD to fantasize about going on adventures, saving the world, and magic items should just be part of that, starting with finding one, and them finding options to upgrading them by adventuring more.
@asumax85 сағат бұрын
Well for some, like myself, that is part of the reason for wanting to go adventuring, to find materials to craft my own items or spells. That is actually something done by NPCs, such as Mordenkainen, yet players really aren't given the ability to do, officially at least. Instead you have to settle for searching out items or spells that some NPC in history made and you as a player cannot even come close to achieving even at 20th level. I love finding magical items as much as the next but I want to be able to craft them too but I generally have to give up on that aspect when playing TTRPGs because most DMs don't want to bother with it. Even with videogame RPGs, crafting systems are one of the main things I look at when deciding on playing
@shadow89289 сағат бұрын
one idea would be to have specific materials for crafting, hooks to have the party search for these materials so they can craft their stuff.
@Kualinar3 сағат бұрын
In 1st and 2nd edition, in order to create any magical object other than a potion or a scroll, you absolutely need the 6th level «Enchant an item» spell. It ONLY allows the item to accept the enchantment. The item need to be of the finest quality possible. Then, you need a workshop/laboratory AND a magical library. Casting that spell takes 16 + 8D8 hours, so, at least 24 hours, and up to 82 hours in slices of no more than 8 hours per day, stopping only to eat and sleep. The item to be enchanted must never get more than 1 foot away from the caster. THEN, you can start placing the desired enchantments upon the object. It take 2D4 hours per spell level to place a spell in the object. Finally, in order to make a permanent item, you must finish with a Permanency spell, with a 1 in 20 chance of loosing a point of constitution permanently. The enchanter CAN NOT have anyone helping him. Having ANYBODY beside the enchanter in the workshop will 100% ruin the process. There must be NO magic item nor any in place magic in the area. So, NOT for the faint of heart. Creating the workshop costs at least 10000 gold, the attending library about as much. Then, there is an operational and a maintenance cost associated with the workshop.
@Fibonochos7 сағат бұрын
The number or enspelled items that are ridiculous is almost so insane that it comes back around to being funny
@TheLegendaryLegacyСағат бұрын
Oh the difference is that we literally never have the downtime. We have too much happening at all times. Currently we want to take a moment to make some stuff, but skinwalkers have infiltrated our hometown, one of the players tribe is being attacked by a dragon so far north it’s a couple months, my character has a meeting with the mob, we also need to meet some rats during the upcoming full moon.
@awsomeness4 сағат бұрын
This has always been a struggle with my DnD games!! Artificer is my favorite class, but I never get to put my tool proficiencies to work because my DM says it will take 40 in game hours to craft such and such item and my party literally cannot sit still that long to save their lives. I’m left with the choice of play the game or skip several sessions so I can hand them an item when they get back home.
@dragonicstarblade20499 сағат бұрын
For that chance to finds materials to craft items, you can tell your players that there's a quest that may have the item you seek either as the reward, or something you can get along that path. That'll get them out adventuring again, and if they repeatedly opt to stay and wait, have the merchant who normally deal with it be like: look friend, as much as I with to sell you this thing, I can't sell what I don't have. And if you're wondering when I'll get it, the answer is: never. Because of (insert plot hook here). So if you want that item so bad, why don't you go and deal with that yourself and fet said item yourself. Yes I would lose 1 customer, but gain hundreds more in exchange."
@GeekMasterGames8 сағат бұрын
A lot of the problems with this is the fixed value of magic items based on rarity, rather than an individual basis. Not all uncommon magic items are of the same value. This is why I've spent a lot of time individually pricing a majority of the magic items, and even then it is only a guideline, not a hard rule. So the crafting rules are fine, somewhat, but the broom of flying is a lot more expensive.
@stanrobinson67089 сағат бұрын
My dude, Leatherworker's Tools are optimal. Use them to make the Uncommon Item Living Gloves. Now, you can gain proficiency in ANY Artisan's Tools (one at a time). Unless you're an Artificer, then you already have the broken Tinker's Tools proficiency and make an All-Purpose Tool.
@Psuedo-Nim5 сағат бұрын
Its amazing how people will defend badly written rules, insisting a DM force a pace of play denying the players agency and punishing them from taking a month of downtime rather than taking the basic easy fix of ignoring or changing a printed rule.
@jettblade7 сағат бұрын
Its honestly really hard to make a decent crafting system because of the inherent issues it brings. As it was stated in this video it encourages a very passive play style which can be alright when used sparingly or you hand-wave the time investment which means crafting is a moot point and you're basically buying the item. There is a system called Fabula Ultima that has an interesting approach to crafting. It honestly is one of the better crafting systems because its tied to your level. I do think that maybe the DnD crafting system could use PB level in the crafting system and that could help curve out some of the issues while having a little bit of crafting restriction. I would tie certain items to PB level rather than item rarity. For example the Broom of Flying is uncommon but would only allow people with a minimum of 4 PB to craft it. That way it doesn't break the early game. I will say that I do like that you don't need to roll checks while crafting, just seemed a little unnecessary. I could see having checks in order to expedite the process. A sort of risk/reward setup where you could spend less time on a project or have it go on longer.
@voodoochild-gaming3 сағат бұрын
Need an Illrigger video with best species/race and cool ideas ASAP!
@scetchmonkey0079 сағат бұрын
Here are my Homebrew magic item rules. Easily superior to this. The cost to create/research magic items is full cost in that bracket, 500gp uncommon, 5000gp rare, 50,000gp Very Rare, 500,000gp Legendary If you acquire a rare and suitable component from a slain monster you may reduce the cost to create the item by half. The CR of monster relates to if its suitable for Items of a specif rarity. CR 6 or Less Uncommon, CR 7-10 Rare, CR 11-16 Very Rare, CR 17+ Legendary. So if you take the skin of a a CR 2 Ogre to use as tanned leather and turn into gloves you can create Gauntlets of Ogre power for only 250gp. Note that materials need to be harvested and preserved for use as soon as the monster is slain. Cant use rotted skin in your gauntlets. DM decides whats a suitable component for an item, as well as other proficiencies and spells needed for each item. For the gauntlets example, leather working skill and enhance ability spell seems appropriate. This creates a fun reason to harvest monster parts and create items based on the adventures you have had and since the cost is so high it discourages making items over adventuring to find them. I use specific formula for crafting artifacts that must be found and take entire adventures to complete. gathering multiple unique components spells and crafting skills and methods required. This can be retooled to put a cap on rarity it can be used for Very Rare and Greater items for instance. these cannot be made unless you find a specific formula. Now to go back to my game where my players are seeking to acquire the hollowed out skull of a true giant and convert it into an anvil, the heart of an ancient dragon to be bled into the hollowed out skull as a quenching pool, a 100 pound admantium block, a 20 pound mithril shaft. 100,000 Gp of gems and diamond dust to Forge a Hammer of Thunderbolts all done during an active thunderstorm, that must last at least one week.
@Psuedo-Nim8 сағат бұрын
sadly, the brackets are trash, as some items are vastly overpowered or underpowered for their category.
@scetchmonkey0078 сағат бұрын
@@Psuedo-Nim Yeah I know that. I have fixed it with homebrew. But if you are forced to uses the core than the only useful items are the most powerful. and any new homebrew needs to be balanced around those.
@Elemenopi237 сағат бұрын
I think many believe stuff like this is "broken" because they aren't comparing old monster stat blocks to new ones of same monster + same CR etc. The peak we who do not have access to the new monster manual got, aka comparing stat blocks for PHB and DMG 2024 to their 2014 versions shows a pretty massive buff to monsters at same CR. If you played 5e2014 for 10 years that is why this stuff seems OP.
@sinisterpuddle66557 сағат бұрын
These rules are in the Dungeon masters guide and not the players handbook for a reason. It's there to give the dm an idea of what to do
@darenabryant91007 сағат бұрын
I think I know a simple way to fix all of this. It might be simple to say 'This is an uncommon item so you craft it for this much money and time.' but... how? How do they know what they're making? Wouldn't it require instructions? In order to make an item, players would need to find the formulae, design specs, instructions and so on, THEN spend the money and time. They would also need to have an exact idea of what they wanted and what it does, which would require effort. It's not just tossing money into a pot, going into seclusion, then coming out with a set of Gauntlets of Ogre Strength. They would have to decide on what they wanted" 'I want to make something to make myself stronger.' Then what form they hoped it would take: 'I want to make a set of gloves or gauntlets.' Then on what materials they would need to channel said strength; dragon hide? just really good leather? something else? Then they would need to figure out what else would be needed and so on. Unless they learned HOW to make a thing, they could try all they wanted, but if I were DM, with no idea what they were actually doing, they would probably fail, or end up with something completely different.
@jacobblack17543 сағат бұрын
I feel like helianas guide has good crafting rules. I think enforcing more rare materials for crafting would also help these rules be too strong. For example maybe you need ogre blood or something else, idk just some quick thoughts. Also I think cloak vs ring oof protection is different because you can only have one cloak, you can have multiple rings
@SilverFoxR8 сағат бұрын
And this is all before you realize that the new Thief Rogue is absolutely busted with magic items. Not only can they use virtually magic item with a barely needed roll, they have the potential to cast spells from items that have charges (ie: wands) without using the charge, essentially allowing them to use the item for free.
@marcducorsky87369 сағат бұрын
A shadar-Kai Can craft anything that can accept his/her spells if he/she has the arcana skill -- Shadar Ki trance gives ANY Tool proficiency
@joemama1142 сағат бұрын
Much like their system, I needed players to have resources on hand to create magic items, and proficiency in either arcana, nature, or religion and be considered a "spellcaster" I had also a somewhat world anchored method of crafting magic items, called nodes. You needed be at a node, in order to create anything rare or higher that was not a consumable. The idea being the weave has threads of magic that permeate the world, but sometimes the get tangled, when the threads tangle, there are some crazy things, wild magic, dead magic. Sometimes when they tangle they create what is called a node point, a source of power in which you can create a magic item. Once that nodes power is used up, that's it, it's done. So crafting magic items means actually traveling around and finding strange interesting places, dungeons, ancient temples, mountain peaks etc. Adventure game needs some adventure. Also I needed the party to understand and research what they were making, this isn't just some trinket or doodad this is taking raw magic and permanently anchoring it in the world. To do that you need a recipe and that became something of a treasure to the party. Much like treasure items, ornate vases or expensive art, enchanters documents were treasure too. That way while adventuring they could happen upon articles that would describe how to make magic items. They would also sometimes buy them or ask for them in exchange. "Want us to clear out the goblin camp in the north lands, okay we can do that, but we got enough money, give us a magic item blueprint as payment" The recipes might be somewhat convoluted also, like for example if you wanted a broom of flying, one of the requirements might be something specific and hard to find. "The broom handle must be carved from a branch of an oak tree that was torn from the tree by wind, and must be carved while the chime of the plane of air is played on a tuning fork" All of these items may amount to 200 gold, but the steps required to get everything lined up may take some actual game time to set up, not just downtime. That's a real thing I used btw, that's how you made a broom of flying in my game. Cloak of protection required "A knife with a handle, carved with the two sigils of Abjuration must be used to harvest the hide of any beast that was killed while said beast was under the effects of shield of faith and bless"
@Jay_dot742 сағат бұрын
Bracers of defense makes the Monk the stupidest form of tank, the one that streaks across the battle like a pinball.
@ThatVitaminC3 сағат бұрын
My GM’s when crafting make the party find a very specific item or they say crafting success is lower the lower your level and experience. Unless everyone plays Artificer people can’t make the items they think they can. Another thing is giving your players the items they want for finishing a side quest for character development. Or by giving a plethora of different items that are just for one given class like we kill a dragon and we find 4 magic items. One is rare and three are uncommon. And he designates the items. So some times items don’t work with the characters we are playing. I just found a Dagger of Venom. We have no one that uses daggers and I’m a Gunslinger so I really don’t have a use for it. But when we get to town I can sell it for half cost or trade it for an item with a merchant if my persuasion roll is good enough. I think the rules seem broken but the GM/DM can dial it back quick quick.
@Mispehled3 сағат бұрын
An easy solution would be to find a de-powered item, then spend the time to fix it or pay someone else to. I repaired a gun in a campaign to through skill checks because I bought it broken for cheap
@MrFinalMax8 сағат бұрын
Honestly, I’m shocked that Broom of Flying and Gauntlets of Ogre Strength are uncommon magic items. I expected them to be rare or above. A basic Bag of Holding is sorta fine as an uncommon item, but perhaps some of these items should have the old spell listings of what Magic is needed to create them. So perhaps as a DM, one will have to discuss which magic items will be rare or uncommon to curb those tendencies. Help encourage adventuring because it might let them bypass the longer crafting time. A basic potion of healing being craftable even without Arcana just by having proficiency with a Herbalist’s Kit is fine by me, but I’d probably include a Medicine or Nature check for higher potency healing.
@mooduck1017 сағат бұрын
One of my friends did an elemental monk + eldritch claw tattoo for incredible results
@a.nidnam55439 сағат бұрын
if your character can craft magic items, monsters and other enemies can too. Intelligent enemies can craft it themselves Unintelligent enemies can hire someone to craft it, or capture and force someone to craft it. Imagine coming across a village where all the skilled magic users and crafters have been captured and forced to craft magic items for an orcish army that plans on overthrowing the kingdom. Now every battle the players get into is different, because they never know what magic item(s) each different squad of Orcs might have.
@asilva4956Сағат бұрын
What a way to make your DM just say "no" or straight up give up DMing.
@TheSilverOrn2 сағат бұрын
The biggest issue is time not money. Show me a DM that is going to regularly give your character 5-10 days of downtime…. Let alone 20+ days in a major city where you can get the mats to make 4 brooms of flight. Also you need to know the spell and need to have it prepared for the entire time, so what spell let's you make giant strength or crown of intellect? There aren't spells like that in the game, so the DM would have to houserule those things into being material component based like maybe you actually need the blood of a true giant to make or something similar. Yes its incredibly easy to make, but the actual materials are rarer than you would think.