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Dungeons & Dra.. D&D Next General D.. Should there be a detailed item crafting rules...
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Switch to Forum Live View Should there be a detailed item crafting rules for both magical and mundane items in D&D 5?
1 year ago  ::  May 15, 2012 - 6:40PM #51
BRJN
Date Joined: Jun 7, 2001
Posts: 1,169

May 13, 2012 -- 3:35PM, TamRad wrote:

May 7, 2012 -- 12:28AM, Asperdn wrote:


... for my home campaign, you see there is a house rule that has been in place for many years if you wish to level you must create something for the world. What you would create is dependent largely on your class and profession but you had to make something. ... So over the last 30 years my players have been diligently building my world for me with their contributions. In the course of their career every PC at my table contributes as many as twenty items to my campaign world.



... Also I want to play in your game.




IRL during some eras, Samauri were expected to learn a craft or art.  Since their job by definition inflicted pain and suffering on the world, they should balance the scales by also creating items of utility or objects of beauty.  A really cool idea, IMHO.

Also cool that you are incorporating Items of Legacy without the disadvantages the book had.

And +1 to the final sentance.

Best complements I have yet received:
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Making it up as I go along:
{BRJN}
     If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream.
     In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.
{Lord_Karsus}
You know, I like that better than the explanations for the Spellplague.

My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)

Prepped ahead of time:
I started the thread "1001 Failed Interrogation Results"
{ADHadh}
These are all good and make sense!  I just can't come up with something that's not covered here and is not completely ridiculous.

My characters:
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Active Characters:
LFR Half-elf StarLock6     Gondolin Nightstar
AoA Dwarf Guardian Druid6     Narvik from House Wavir

Character A-building:
Neverwinter Dwarven Invoker / Heir of Delzoun / worships Silvanus (!)
"Truenamer" - speaks Words of Creation

Concepts I'm kicking around:
"Buggy" Wizard - insect flavor on everything
Halfling Tempest Fighter - just because nobody else is doing it
Shifter Beast-o-phile Druid - for PoL campaign
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1 year ago  ::  May 15, 2012 - 7:11PM #52
The_Almighty
Date Joined: May 15, 2012
Posts: 16
I say make detailed item creation rules an optional module.

I personally love the nitty-gritty of creating magical items -- cost, level, magic, effects, everything. However, I know many a person who couldn't care less about any of that stuff. So let it be an option for me to go to hyper-details creating a weapon while they don't have to do any of it, and we're still on a relatively equal footing in the end.
Begin at the beginning and go on till you reach the end: then stop.
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1 year ago  ::  May 17, 2012 - 10:09AM #53
Dougan_Axehammer
Date Joined: Mar 28, 2001
Posts: 727
Why not make crafting/item creation a skill challenge?

Creating any one item would take a number of different skills to make it; the speaks to me of a skill challenge with an non-exp award.  A spell scroll for instance would require arcana, religion and/or nature as primary skills, and perception, and/or insght as secondary skills; certain things can take the place of checks (spells/powers), provide bonuses to checks (ingredients), or eliminate failures (extra coin).

Some of the skill challenge could even be minor quest; if they need a particular ingredient, but it is only found in a particular location, someone would have to retrieve it.  Unless he pays someone else to get it, he can recruit his fellow adventures and go get it himself, and now the other players have a stake in the outcome.

It's win for everybody.

P.S. Professions can work the same way.
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1 year ago  ::  May 17, 2012 - 10:18AM #54
Melwick
Date Joined: May 14, 2012
Posts: 650
I think item creation should be required on the part of player characters. Working on item creation would give characters something creative to do, and it would be good for them to extend their capabilities.
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