| Post/Author/DateTime | Post |
|---|---|
| #1AsperdnSep 23, 2014 12:43:26 | Crafting has always been an important part of my D&D games. Can anyone tell me are there any plans for a 5E crafting book or any additional rules for crafting or am I on my own? |
| #2LawolfSep 23, 2014 13:12:24 | You can create goods for 1/2 the cost if you have proficiency with the appropriate tools. It takes 1 day per 5 GP crafter. A 1500 gp suit of plate takes 300 days. You can live comfortably while crafting.
Oh, if you are a spellcaster, just cast fabricate. |
| #3rampantSep 23, 2014 15:04:22 | Do you mean magical crafting or mundane crafting? |
| #4thehobbSep 23, 2014 15:43:12 | Expect to be on your own.
D&D has never really had a workable crafting system mainly because the developers (and a large number of players) mostly don't care about crafting. |
| #5IllithidbixSep 23, 2014 16:06:44 | You mean beyond page 187 of the PHB? The DMG might have the magical item creation guides... but this tended to be pretty vague back in 2E, basically making a magic item required ADVENTURES!
In 3E it was very strict with exact gold and XP guidelines, in 4E it was just a ritual with a cost equal to the value of the item. But 5E doesn't seem so keen on wealth being so directly linked to power. (I reserve the right to be wrong)
Really, at it's core D&D is about *finding* stuff rather than making or buying stuff. |
| #6MechaPilotSep 23, 2014 19:44:03 |
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| #7MechaPilotSep 23, 2014 20:06:14 |
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| #8bengrayawhileSep 24, 2014 5:44:14 | I may be in the minority here, but crafting has never seemed to be a good story mechanic to me. I understand if a player is a crafter by trade that making things would be importnat to them, but the actual process of crafting weapons and armor dosent seem like it would be very fun to roleplay. I think that going out and obtaining rare materials and spells and even methods and techniques of crafting is fun for the player, but when it comes to waiting 100 or more days for your dwarf cleric to finish making his own armor when you could be out exploring ancient ruins with better equipment and vastly better stories.
That being said i am all for players adding their own flavor to existing items through enchantment or crafting, like adding their holy symbol to a new warhammer, silvering their own arrows, or adding their crest to a new sheild. |
| (Reply to #8)thehobb |
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| #10AsperdnSep 24, 2014 14:41:29 | I was actually hoping for a complete crafting system the includes both magical and mundane items. Every player at my table occasionally crafts a magical or non-magical item we find it really lends itself to a feeling that you are effecting the world and invested in it. There are spells in my campaign that were designed by players in the eighties that are still in use in 5E. What little info there is on crafting in the PHB is vague and not vary useful |
| #11AuticusSep 25, 2014 7:25:49 | I like the idea of crafting.
My problem with crafting is that its simply a tool that players use to bypass treasure drops. If a DM doesn't want an item in the game, a player would just craft it instead.
Magic items became like feats and options - just another tool in a character to build to push the stat block higher. That's the part that I do not like.
The DMG will tell us what became of crafting. I hope that some crafting still exists, but I hope that its not like its been for the past many years. |
| #12TimboramaSep 25, 2014 7:56:15 |
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| #13PangurSep 25, 2014 7:53:12 | Crafting magical items or trade goods aside, what about utility items? Traps come to mind, improvised weapons that go beyond picking up a sturdy looking branch to whack someone on the noggin with, boats or at least rafts, etc - is this all supposed to go under Survival or something? |
| (Reply to #13)Timborama |
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| #15PangurSep 25, 2014 8:22:31 |
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| #16SaelornSep 25, 2014 10:55:10 |
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| #17h347h50Sep 25, 2014 11:04:59 |
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| (Reply to #11)arnwolf666 |
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| #19rampantSep 25, 2014 15:33:56 | You do know that tthere are ways to customize weapons without boosting accuracy or even their direct damage right. |
| #20PangurSep 25, 2014 21:18:32 |
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| (Reply to #18)thehobb |
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| #22rampantSep 25, 2014 22:57:39 | MOst crafting abilities should be a feat, that keeps the customization power from getting out of hand.
Also why the various villagers and townie NPCs aren't churning out cool gear all over the place.
Anyone can try to set a trap, but only a trapper can make it reliable, and has the skills to make it scale with level. |
| #23PangurSep 26, 2014 5:12:21 |
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| #24AuticusSep 26, 2014 5:58:46 | Back in AD&D days we had crafting that required a lot of work on the player's part. Its been a few years but it went something like this
* player wanted an item that they wanted to create - identified it - got with the DM on how to make that happen * DM broke the item down into component parts. Some were easy - such as crafting a masterwork sword to house the enchantment. There were usually a handful of components that were very rare and required quests. * player went on quests to find these items. * player obtained the items after several sessions and crafted the item.
This made the item a lot more personal to the character. I vastly prefer this over just spending some gold and waving hands and saying *poof* the item is created and in your inventory. |
| #25RastapopoulosSep 26, 2014 9:20:24 |
I like to have an "à côté" crafting system for my games.
Usually there is no crafting magical items in my games, but I use a personal system of special mundane materials that players can use in crafting if they have the appropriate skill/feat/whatever.
Think something like making Mythril or Adamantine items, except I use either my own materials with its own properties, or sometimes I use a material system modeled after Ultima Online.
This way I can offer the flavour of good craftsmanship for players who want to like to make items with "special properties" but keeping the flavour that magic is a rarer thing and magic items are to be found the hard way. I really don't like when magic items become banalized in the game and that's what happens quite often when players can simply craft the magic items they want. |
| #26ChrisCarlsonSep 26, 2014 9:36:15 |
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