| Post/Author/DateTime | Post |
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| #11eejitNov 25, 2014 10:32:20 | Some Stronghold info as well as Carousing!
http://dnd.wizards.com/articles/features/excerpt-downtime-activities
Imgur mirror: |
| #2DooflegnaNov 25, 2014 10:55:39 | Well now we know what to do with all the gold we won't be spending on magic items. I actually appreciate how simple the stronghold rules are. Really, the cost is the key piece, and the different buildings provide rough guidelines that can be expanded out to other buildings. Of course, for those preferring more crunch, there's obviously room for an expansion--either in an online article or a splatbook. (There's also the extremely comprehensive Pathfinder rules).
I wish the carousing table was longer, and I might have preferred it being on a d20. That said, the d100+level is a nifty way of letting your level impact the results. |
| #3Brock_LandersNov 25, 2014 10:56:37 | The cost to build strongholds puts the economy into some perspective, I like it.
I prefer to role-play the Carousing bit, but it's still cool for those they may want to skip that stuff. |
| (Reply to #2)Ashrym |
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| #5LuisCarlos17fNov 25, 2014 11:06:33 | My houserule allow warlocks/witches PC crafting magic items with spells out of his list, by means by a book of shadow, a sactum (special splace, like a arcane kitchen, studio, garage, and laboratory) and reverse engineering, but only unle-use magic items (scrolls, potions, tatoos, runes and talismans) or item could be recharged spending spell slots. |
| #6MirtekNov 25, 2014 12:19:19 | So if a PC is away no building project will ever be completed, as the total time needed reaches infinity :P |
| #7MechaPilotNov 25, 2014 12:37:53 | It looks like you have to be a spellcaster who uses spell slots in order to be allowed to create magic items. I'll be throwing that crappy restriction right out the window. |
| #8ShasarakNov 25, 2014 13:07:17 | Well it looks like Bruenor will not be able to craft Aegis-Fang in 5e. |
| #9MirtekNov 25, 2014 13:08:50 |
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| #10MechaPilotNov 25, 2014 13:21:45 |
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| #11DraconesNov 25, 2014 13:24:42 |
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| #12MechaPilotNov 25, 2014 13:26:05 |
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| #13FFSAANov 25, 2014 13:28:42 |
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| #14MirtekNov 25, 2014 13:32:54 |
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| #15Emerikol.Nov 25, 2014 13:34:31 | I don't like everyone having the same level of access to item creation. I think magic users know more about magic. I would allow the martials some more limited capability based on feat(s). |
| #16DraconesNov 25, 2014 13:45:36 |
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| #17MechaPilotNov 25, 2014 13:47:37 |
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| #18DraconesNov 25, 2014 13:56:28 |
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| #19MechaPilotNov 25, 2014 13:59:09 |
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| #20MirtekNov 25, 2014 14:02:17 |
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| #21LawolfNov 25, 2014 14:03:51 | Honestly, I would probably keep most magic item crafting out of the hands of the PCs.
Instead they will need to track down a master craftsman (you know someone who spends their time crafting, not adventurin). Once they find such a legendary craftsperson, they will need to track down epic ingredients. For example, the fang from a red dragon might be needed to create a flaming weapon.
The PCs might be able to forge minor magic items on their own such as +0 items, potions, and minor wands, but that is about it. Oh yeah, and even martial characters can make magical +0 weapons if they have the appropriate magical components. |
| #22MechaPilotNov 25, 2014 14:04:17 |
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| #23MirtekNov 25, 2014 14:07:59 |
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| #24DraconesNov 25, 2014 14:08:07 |
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| (Reply to #22)Diffan |
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| #26ankiyavonNov 25, 2014 14:30:08 | I mean, just having the spell known and being ready to go is too simple for me; I prefer a 2E style crafting approach where you need components and it's basically a sidequest for anything more complicated than a potion or scroll.
But you don't just have master blacksmiths churning out +X swords, no matter how much mithril or adamantine or troll blood you give them. It takes the emerald heart of Koschei the Deathless or the Golden Fleece or some other item that has capital letters in its name for a nonmagical character to make a magic item. |
| (Reply to #6)UngeheuerLich |
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| #28DraconesNov 25, 2014 14:37:28 |
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| #29DarkSphinxNov 25, 2014 15:59:24 | For creation of (certain) magic items by classes without spell slots, taking one level (multiclassing) in a class which has spell slots at 1st level would also suffice: specific training in magic item creation with a few other things thrown into the pot! The requirements look to be based on rarity and character level, not spell level. It looks to me like the rarity aspect can also be used to decide whether or not something can be made, and if so, by whom (according to DM's world flavor choice). I could also see a clause at 20th level which allows magic item creation for non-casters. The first, and main requirement seems to be the existence of a formula, which is totally the provenance of the DM. [Edit: In fact, the easiest way for a DM to deal with this on a case by case basis (or even generally, for that matter), is to have some formulae with exceptions to the general rule requiring a caster with spell slots. Done!]
-DS
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| #30cowleymenNov 25, 2014 15:49:53 | Im sorry, but why dont you just hire a manager/foremen to run your project while your gone? i dont see why you have to be there for the construction. But those seem to be very long term, late level goals, and probably group goal as well. THose cost seem like something out of 4e if you expect a single person to get that kinda wealth. I guess you could probably cut cost in half for buying already created buildings. Though I suppose it depends on your setting and who can or cant own lands in certian kingdoms. I dont think an Elven lord would be happy with a bunch or humans and dwarfs bought land and started building their own castle in their borders. But anyways.
Magic Items, I will require special components any ways, and some type of mysticism. I may or may not let EK and AT craft items. More then anything, it will come down to item to item. I will probably also make between a divine creation of magic weapon and arcane creations. I mean, a flaming sword made by a paladin will be totally different from a wizard created flaming sword. Also, these are just rules for play characters. A blacksmith that has been devoted to the craft his entire life, then yeah, he will have a way of making magic items, via special components and probably ritual style magic. |
| #31Emerikol.Nov 25, 2014 16:01:27 | Is it a tax that a martial class has to take a feat to be able to cast a spell? Why does it seem odd to you that adding magic to an already existing sword is something a magic user can do but a fighter with no magic can't do?? The feat cost to me would be the fighter learning some magic. I don't want every class willy nilly being able to craft magic items. I too do not prefer a heavy magic item creation game. I would make it hard for casters and really hard for others. I agree that those classes with limited casting ability should be more limited. |
| #32LawolfNov 25, 2014 16:12:51 |
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| #33DarkSphinxNov 25, 2014 17:05:40 |
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| #34FFSAANov 25, 2014 17:12:20 | Hire NPC wizards to do it for you. Then kill them when they're done. Grand Theft Alchemy: Baldur's Gate Wars. |
| (Reply to #32)Azzy1974 |
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| #36UchawiNov 25, 2014 17:14:27 | I prefer a game with options, and there are stories where high skill and craftmanship can match whatever magic is available in the world. |
| #37MechaPilotNov 25, 2014 17:20:33 | Honestly, it would have been so much simpler and more inclusive if the DMG had said "the character may also have to be a spellcaster who is able to cast the spells the item reproduces" instead of "must be a spellcaster with spell slots."
Way to stumble on the DM customization tools by not using open language. |
| #38FFSAANov 25, 2014 17:28:44 |
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| #39ShasarakNov 25, 2014 17:32:38 |
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| #40MechaPilotNov 25, 2014 17:47:09 |
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| (Reply to #27)SilentSin |
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| #42draegnNov 25, 2014 18:40:58 |
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| #43WuzzardNov 25, 2014 19:40:44 | The perfect rule; PC cannot craft magic items. Done. |
| #44ShasarakNov 25, 2014 19:46:05 |
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| #45Emerikol.Nov 25, 2014 19:49:22 | One big problem is that D&D has an implied lore. D&D is it's own fantasy genre. In that genre, spells are cast to create magic items. That is true even in the editions where it was super hard to make an item. (My preferred approach by the way). I could care less about what non-D&D fantasy works have to say on the matter.
I see a definite conflict between these two groups.
1. One group feels.....D&D is it's own implied setting. Vancian casting, level drain, magic item creation, and so forth are distinctive to the game. 2. Anothers group wants to model stories and novels from fantasy literature using D&D rules. This group is anti-anything that limits.
The problem is that #1 really is D&D. #2 is just generic fantasy 101 game.
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| #46dmgorgonNov 25, 2014 20:00:44 |
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| #47dmgorgonNov 25, 2014 20:04:26 |
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| (Reply to #45)Azzy1974 |
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| #49ShasarakNov 25, 2014 20:15:49 |
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| (Reply to #45)Azzy1974 |
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| #51Emerikol.Nov 25, 2014 20:18:52 |
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| #52DraconesNov 25, 2014 20:25:20 |
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| #53Emerikol.Nov 25, 2014 20:45:27 |
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| (Reply to #51)Azzy1974 |
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| #55JDizzletonNov 25, 2014 21:05:47 |
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| (Reply to #53)Azzy1974 |
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| (Reply to #55)Azzy1974 |
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| #58DarkSphinxNov 25, 2014 21:21:33 |
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| (Reply to #57)JDizzleton |
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| #60lawrencehoyNov 25, 2014 21:42:47 |
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| #61MechaPilotNov 25, 2014 21:47:21 |
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| #62lawrencehoyNov 25, 2014 21:58:06 |
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| (Reply to #27)Azzy1974 |
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| (Reply to #15)Timborama |
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| #65TimboramaNov 26, 2014 9:40:43 | Anyway, I, too, will be ignoring the whole "Spellcaster" requirement. Seems a hangover from 3.x and sorta 4E, since some classes, backgrounds, and even feats allowed non-magic classes to make magic weapons (even if most of those weapons/armor were simple +X versions).
I'll also be ignoring the whole "You need to be present to overview the construction because reasons" line. I figure the intention is to give PCs the choice to Carouse OR oversee their keep being built. But honestly, Downtime is and always has been fast-forwarded through. My home play isn't like in AL where you "accrue" downtime like a resource, so there's no need to "spend" it as such, in my games!
The price ranges are nice, though. But I'd LOVE to see that next page. Oh Wizards, you tricky folk, you! |
| #66OrethalionNov 26, 2014 10:05:27 |
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| #67OrethalionNov 26, 2014 10:18:11 |
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| #68Brock_LandersNov 26, 2014 10:27:17 |
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| #69OrethalionNov 26, 2014 10:29:59 |
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| #70Brock_LandersNov 26, 2014 10:49:55 |
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| #71EnglishLanguageNov 26, 2014 10:58:01 | Thoughts on this.
1. Please fix the way the construction rules are written. "Add 3 days for every day you're away" just makes it sound like if I leave, the builders start making negative progress on my castle. Hell, just switch the numbers and you fix the problem. "Add a day of construction time for every 3 days you're away."
2. Eh, Im not a fan of a chart that tells you what happens to you when you're off on non-adventuring stuff. I can see how it's useful if the DM doesn't want to come up with smething on his own, but meh.
3. "Only spellcasters with spell slots can craft magic items." AAAAAAAAGGGHHHHH. Also, locks variant spellpoint spellcasters out of being able to craft magic items. Restriction I'll definetly be ignoring the **** out of. |
| (Reply to #7)rampant |
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| (Reply to #70)Diffan |
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| #74MiladoonNov 26, 2014 12:25:27 | I like the peek at magic item creation. I would make the formula part of the equation akin to using a scroll or something like that. You have to be able to read and decipher the formula. Maybe the energy released from the formula would be stored in the casters spell slot until they get to a point where they need to release the energy. I probably would of left out the spell slot rule and just said you need to be able to read and activate the formula or something along those lines. So if the formula was for a Cure Wounds wand you would have to be able to have that spell on your list in order to decipher the formula. Much like casting a scroll spell but using more resources to make a permanent item. |
| #75EnglishLanguageNov 26, 2014 13:18:13 | Honestly, if anything I think the ability to do rituals is wha should be required instead of spellslots. |
| #76MistwellNov 26, 2014 13:21:49 |
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| #77MirtekNov 26, 2014 14:12:20 |
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| #78OrethalionNov 26, 2014 14:47:52 |
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| #79ShasarakNov 26, 2014 15:05:22 |
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| #80OrethalionNov 26, 2014 15:14:01 |
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| #81ShasarakNov 26, 2014 15:16:48 |
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| #82OrethalionNov 26, 2014 15:20:50 |
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| #83ShasarakNov 26, 2014 15:30:38 |
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| (Reply to #71)Reius |
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| #85OrethalionNov 26, 2014 16:07:20 |
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| #86OrethalionNov 26, 2014 16:09:30 |
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| (Reply to #84)Azzy1974 |
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| #88ShasarakNov 26, 2014 16:25:17 |
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| #89DraconesNov 26, 2014 16:25:42 | I like the downtime chart idea for the reasons Azzy stated. In fact I think it'd be cool to see more charts for various downtime activities. Party gets back from an adventure, decides to spend the next month in town, various players can pick different downtime things their PC is doing. Some might bar hop, some might go on theiving runs, others might go library delving.
The charts are an interesting way to see what happens to the PC during that downtime. The results can even lead to interesting adventures: "Tom's in jail, we gotta break him out."
But more charts is a pretty easy community creation. Hopefully we get a good central place to add that sort of stuff and maybe even rate the content. |
| #90OrethalionNov 26, 2014 17:03:15 |
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| #91OrethalionNov 26, 2014 16:40:19 |
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| #92ShasarakNov 26, 2014 16:56:26 |
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| #93OrethalionNov 26, 2014 17:03:30 |
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| #94MechaPilotNov 26, 2014 17:04:57 |
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| (Reply to #88)Azzy1974 |
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| #96rampantNov 27, 2014 0:25:23 | What I wanna see is some benefits for characters who go through the hassle of creating castles, guildalls, and such. Why would someone whose made a career out of violence and thievery bother to build one of these before they retire?
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| #97OrethalionNov 27, 2014 8:03:24 |
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| #98MistwellNov 27, 2014 8:35:25 |
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| #99iserithNov 27, 2014 8:46:40 | [quote="rampant"] What I wanna see is some benefits for characters who go through the hassle of creating castles, guildalls, and such. Why would someone whose made a career out of violence and thievery bother to build one of these before they retire? [/quote]
+1
If they can set up a chart for things that happen when you spend downtime boozing, how about something that covers the benefits, opportunities, and drawbacks of strongholds? |
| #100MistwellNov 27, 2014 9:10:54 |
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| #101DraconesNov 27, 2014 9:20:45 | But but but, he double dog swore they'd be in the DMG!
It's stuff like this that makes it so company peeps never want to talk to the public about anything they're working on. God forbid something you mention in passing doesn't come to fruition and it's like you spent the summer up north clubbing baby seals.
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| #102OrethalionNov 27, 2014 9:27:07 |
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| #103kalilNov 27, 2014 10:14:17 | Meh. Bland and uninteresting. The only thing that stands out are two glaringly obviously poorly conceived rules (negative progress on stronghold when PC is away and spell slot based requirement for crafting). Nothing here would add anything to my game. Unimpressed. |
| #104ShasarakNov 27, 2014 11:34:34 |
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| #105DooflegnaNov 27, 2014 12:41:40 |
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| #106OrethalionNov 27, 2014 15:00:23 |
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| #107MechaPilotNov 29, 2014 11:37:08 |
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