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So the current crafting rules for 5e, as the book lists, is that crafting produces 5gp of results every day and requires exactly half the materials in cost.
I find this utterly, mind-rottingly dull. Seriously! It's so.. ghastly simplified.
My proposal is thus: Crafting mundane items, for those of us who love our gadget wizards so, is a function of three variables:
Material
Size
Complexity.
Materials * Size = Cost to make
Materials * Complexity = Difficulty of Crafting
Size * Complexity = Time to craft.
These aren't sound numbers. I'm still heavily refining what I've got here. But I think it'd help me get these numbers out in front of people who've had much more experience tinkering with rules rather than just squinting at them in a corner by myself.
I was thinking of having size start at fist-shaped as 1. Something about arm length is 2. Torso is 3. Size of a person is 4. Size of a car would be about 7. I'll have to make a table for it, but this seems a reasonable scale for the intention. It's not an linear measurement, but with just those numbers, you kind of get an eyeball value.
Materials, then, would be two valued. Unfortunately. As much as I'd like to simplify it, something like gold is very malleable and easy to work with, but incredibly expensive, while glass can be the opposite. It makes sense, then, to have a cost-by-size and a difficult-to-work-with.
Wood being 1, clay being 2, steel being 3, something like mithral being 5.
Complexity is also relatively easy to eyeball rules for. Complexity would be all about those sweet modifiers. So something starts at base 1 for being a simple shape.
Maybe +1 for complexity, +2 for moving parts, +4 for anything involving a jeweler or fine parts. Masterwork might go so far as a +5 or +8.
So let's say I wanted to make a gold watch.
Complexity is 8 for using complex, fine and moving parts
Size is 1
Material is gold: 3 for difficulty, and an ascribed market value that I'd figure out if I had the handbook on me. Cost of materials is actually listed canonically, hooray.
8*3 is a difficulty check of 24 to make. Something an NPC artisan could accomplish, or a focused player, but still reasonably high. A fairly solid number for our intent.
8*1, 8, let's call that 8 days to craft. Even though it's only a little fist-sized object, its complexity certainly makes use of that time in the workshop.
Cost would be size * material cost which I'll have to fudge up when I have a handbook on me.
Alright, how about a set of armor for a horse?
Complexity is 3 for using simple moving parts -- the plates for the horse aren't masterfully complex, but they certainly need to move with the horse and rider. This requires joins and hinges.
Size will be 6
Material will be steel, established 3
Difficulty ends up being 3*3 = 9. Something a trained smith can take 10 on. Here we see just how brutal the 'masterwork' +5 would be: It's suddenly more difficult to make than clockwork at 27, but still a perfectly reasonable number for what should be a master's work.
The size multiplied by the complexity, however, is 18 days. 18 days to make simple armor plating for a horse might not be a very real estimate, but to me as a player it feels like a good number for my adventurer. And those look like very reasonable numbers that lead into it.
Anyway, that's my idea for the system so far. Might come back to it when it's not midnight and see if maybe there are some difficulty modifiers you can throw in to cut down on crafting time, at the very least.
The 5E item crafting rules start on page 128 of the DMG. It's optional, but it basically boils down to 'can you cast the spells?' And 'are you high enough level to make an item of this rarity?' The time it takes under these rules is prohibitive unless the players have quite a bit of downtime. Dmg atlanta. You can find Magic Items in the Dungeon Master’s Guide Chapter 7 (Treasure) as well as Magic Items using Guidelines in Chapter 9 (Dungeon Master’s Workshop) See a spreadsheet of spells and their components here. Crafting Magic Items: A Guide to Artifice, Dungeon Masters Guild. 3.5e Table for Spell Component Costs. Crafting You can craft nonmagical Objects, including Adventuring Equipment and works of art. Dmg hvac orange ca. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to Special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor. You can find Magic Items in the Dungeon Master’s Guide Chapter 7 (Treasure) as well as Magic Items using Guidelines in Chapter 9 (Dungeon Master’s Workshop) See a spreadsheet of spells and their components here. Crafting Magic Items: A Guide to Artifice, Dungeon Masters Guild. 3.5e Table for Spell Component Costs. Information here has been taken from the DMG (page 128 – “Crafting a Magic Item”; page 129-130 “Selling Magic Items”, and the Magic chapter in general) and the PHB (“Downtime Activities - Crafting” page 187), as well as several hours research online into blogs on other players considerations on crafting, and modern day armour, weapon, jewellery, and general goods crafting. Download os x dmg.
Crafting Dnd 5e
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5e Dnd Dmg Crafting Rules 2
Posted this on G+ a few weeks ago;
Here's 'nother fine example of the way my brain works..;
'What's the Rate of Compression for a tome of clear thought and the like?'
the 5e DMG rules text for all six manual/tome entries states, that one must be studied for 48 hours in the span of 6 days, so (at least) 8 hours per day.
Conveniently, the rules for training for a tool proficiency (or even a skill proficiency, going by DMG p.231) call for 250 days of training, also assuming 8 hours per day.
So, you may assume that I'm now going to divide 250 by 6 and get 41 2/3, but I'm not satified by that answer!
For, on page 170 in the 5e PHB, the 'Skilled' feat allows a PC to 'gain proficiency in any combination of three skills or tools of your choice' and in other parts of the book, feats are called out as being equivalent to a 2-point 'bump' in an ability score.
So I'd argue that the math is 750/6 = 125, which just goes to show how powerful magic is.
Of course, this leaves room for readable magic items of lower rarity that have a worse compression rate, or that 'only' grant a proficiency.
Or even a compendium of amazing feats that, you guessed it, allows you to pick a bonus feat instead of bumping a predetermined ability score..
Here's 'nother fine example of the way my brain works..;
'What's the Rate of Compression for a tome of clear thought and the like?'
the 5e DMG rules text for all six manual/tome entries states, that one must be studied for 48 hours in the span of 6 days, so (at least) 8 hours per day.
Conveniently, the rules for training for a tool proficiency (or even a skill proficiency, going by DMG p.231) call for 250 days of training, also assuming 8 hours per day.
So, you may assume that I'm now going to divide 250 by 6 and get 41 2/3, but I'm not satified by that answer!
For, on page 170 in the 5e PHB, the 'Skilled' feat allows a PC to 'gain proficiency in any combination of three skills or tools of your choice' and in other parts of the book, feats are called out as being equivalent to a 2-point 'bump' in an ability score.
So I'd argue that the math is 750/6 = 125, which just goes to show how powerful magic is.
Of course, this leaves room for readable magic items of lower rarity that have a worse compression rate, or that 'only' grant a proficiency.
Or even a compendium of amazing feats that, you guessed it, allows you to pick a bonus feat instead of bumping a predetermined ability score..