So at lv 10, you cut down time and cost on crafting magical items (Common and Uncommon), but nothing on non-magical items. Does anyone have thoughts on this or show something I may be missing?
For instance, an Uncommon Breastplate is still magical, and it qualifies, but to make a Common Breastplate, it isn't magical, for then it doesn't apply *it seems*. Which seems kind of stupid, because if I can make a magical Breastplate, then I should be able to just make Breastplates in general.
I don't know about the exact rules for crafting non magical items, but when crafting the magical item you'll still need to have the non magical counterpart to "make it magical".
So if you have a breastplate you could make it magical but if you don't have proficiency in smiths tools you'll have a hard time making a breastplate.
Crafting rules are deliberately vague, confusing, often contradictory, and always unappealing in 5e, because Wizards does not want players crafting items. Mundane adventuring gear is usually considered worthless (when was the last time a player at your table knew the climber's kitexisted, let alone what it does or how much it costs?), and 5e's general assumption is that players are not supposed to possess magical equipment. The game (over)compensates by having castable temporary magic exploding from most parties' ears, but making effective use of tools and gears is somewhere down below "accurately modeling and portraying the side effects of eating dodgy fish" on the game's priority list.
Effectively? You're going to have to figure out how crafting, both mundane and magical, works in your specific game with your specific DM. It sucks, it's a deliberately weak element of the game and I hate that Wizards has effectively soft-banned tool use and Crafty Bois from 5e especially after releasing the artificer class specifically to appeal to Crafty Bois, but it is what it is.
I don't know about the exact rules for crafting non magical items, but when crafting the magical item you'll still need to have the non magical counterpart to "make it magical".
So if you have a breastplate you could make it magical but if you don't have proficiency in smiths tools you'll have a hard time making a breastplate.
Granted, but in this example, we can just assume I have Prof in Smith Tools. And of course, with needing the item, which is why (using Xanathar), it is 2 work weeks to make an Uncommon magical item. But as I said, if I can make an Uncommon Breastplate of whatever, then I should be able to simply create Breastplate.
I saw the Crafting section in the PHB and I read the Xanathar one as well, and they are completely different, then if you did magical.
So the break down...
Normal Breastplate - Need half the cost of the item in materials - It takes you "X" workweeks (5 days at 8 hours a day), per 50g it costs ---- In this case 400g = 8 workweeks - Need the tool that goes with crafting it and be Prof in it --- In this case Smith Tools
Uncommon Breastplate - Formula --- Which I feel can be kind of pre-fulfilled, because if you can infuse what you are possibly crafting to make perm, then the formula should be easier or just not required for this specific item - Exotic Item --- Depends on CR rating, etc. So will need to do an adventure or work it in on the overall adventure to plan ahead. - Flat 200g - 2 workweeks (5 days a week at 8 hrs a day) - Prof in the tool required for the job
And done...If you plan ahead on what items you want to make and get the Exotic Item and (If needed) the Formula for said item during your normal campaign, you can kill a lot of birds with one stone. Otherwise, the cost is mainly more time, but not more resources. And the cost of crafting time and cost is cut at lv 10 to 1/4 time and 1/2 cost...AND if you just want quick money, can spam potions which compounds the cuts in time and cost. Making 1 Uncommon Potion, be 50g and 1.25 days of craft time (10 hours).
If we apply the lv 10 time cut to non-magical items, I suppose the 1/2 cut in cost would go towards your grouping of materials, meaning 100g then, as originally is is 200g (half the cost of the item). Time is 8 workweeks (50g a workweek of progress), and we would do it in 1/4 of that time, so 2 work weeks. Just to show how it would be for a non-magical item.
I still think its stupid that Healing Potions and Antitoxin stuff is herbalism kits and not alchemy. Like that was specifically made for just those things, even those alchemist supplies says it for potions...*recloses that stupid pandora's box*
Crafting rules are deliberately vague, confusing, often contradictory, and always unappealing in 5e, because Wizards does not want players crafting items. Mundane adventuring gear is usually considered worthless (when was the last time a player at your table knew the climber's kitexisted, let alone what it does or how much it costs?), and 5e's general assumption is that players are not supposed to possess magical equipment. The game (over)compensates by having castable temporary magic exploding from most parties' ears, but making effective use of tools and gears is somewhere down below "accurately modeling and portraying the side effects of eating dodgy fish" on the game's priority list.
Effectively? You're going to have to figure out how crafting, both mundane and magical, works in your specific game with your specific DM. It sucks, it's a deliberately weak element of the game and I hate that Wizards has effectively soft-banned tool use and Crafty Bois from 5e especially after releasing the artificer class specifically to appeal to Crafty Bois, but it is what it is.
Yea, this is what I figured in the end. The Artificer as a whole is basically just an open canvas in general and is simply limited by your creativity and access allowed by the DM.
Consider approaching magic item creation from the ingredients first, rather than the desired items. You’ll come across all kinds of creatures and the like on your adventures. Save interesting bits. Then ask the DM what you can make with them. Once the crafting time is cut in half, you’ll be able to craft lots of interesting things, assuming you have the downtime for that.
Obviously it’s about as clear as mud, here is how I handle it: 1) to do any magical crafting (infusing or enchanting) you must first have the mundane item you will be working with. You can buy it or, if you have the tools and skills you can craft it yourself. 2) the time to do the mundane crafting doesn’t change. 3) once you have the mundane item you are ready for the magical crafting - it is only this part that the L10 change affects. So it takes less time to infuse items with your personal magic that is all.
Obviously it’s about as clear as mud, here is how I handle it: 1) to do any magical crafting (infusing or enchanting) you must first have the mundane item you will be working with. You can buy it or, if you have the tools and skills you can craft it yourself. 2) the time to do the mundane crafting doesn’t change. 3) once you have the mundane item you are ready for the magical crafting - it is only this part that the L10 change affects. So it takes less time to infuse items with your personal magic that is all.
You may need to re-think that. You basically just double the amount of time and resources it takes to make a magical version of anything, just saying.
And that is the intention - it’s possible but not easy to make magic items. I like it being hard, they have to acquire a masterwork item expensive and potentially time consuming, they have to find or invent (which means they have to pass the process by me and get my ok) the procedure to enchant the item, then they have to do the procedure and that has to include at least one save of some sort which means it just might fail and they have to do it over.
But then I actually run a campaign not just a series of adventures so down time activities can be as important as the adventures and can earn characters experience/ milestones, etc. I also typically run the travel/exploration needed to get to the adventure but that is a different discussion.
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Wisea$$ DM and Player since 1979.
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So at lv 10, you cut down time and cost on crafting magical items (Common and Uncommon), but nothing on non-magical items. Does anyone have thoughts on this or show something I may be missing?
For instance, an Uncommon Breastplate is still magical, and it qualifies, but to make a Common Breastplate, it isn't magical, for then it doesn't apply *it seems*. Which seems kind of stupid, because if I can make a magical Breastplate, then I should be able to just make Breastplates in general.
I don't know about the exact rules for crafting non magical items, but when crafting the magical item you'll still need to have the non magical counterpart to "make it magical".
So if you have a breastplate you could make it magical but if you don't have proficiency in smiths tools you'll have a hard time making a breastplate.
Crafting rules are deliberately vague, confusing, often contradictory, and always unappealing in 5e, because Wizards does not want players crafting items. Mundane adventuring gear is usually considered worthless (when was the last time a player at your table knew the climber's kit existed, let alone what it does or how much it costs?), and 5e's general assumption is that players are not supposed to possess magical equipment. The game (over)compensates by having castable temporary magic exploding from most parties' ears, but making effective use of tools and gears is somewhere down below "accurately modeling and portraying the side effects of eating dodgy fish" on the game's priority list.
Effectively? You're going to have to figure out how crafting, both mundane and magical, works in your specific game with your specific DM. It sucks, it's a deliberately weak element of the game and I hate that Wizards has effectively soft-banned tool use and Crafty Bois from 5e especially after releasing the artificer class specifically to appeal to Crafty Bois, but it is what it is.
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Granted, but in this example, we can just assume I have Prof in Smith Tools. And of course, with needing the item, which is why (using Xanathar), it is 2 work weeks to make an Uncommon magical item. But as I said, if I can make an Uncommon Breastplate of whatever, then I should be able to simply create Breastplate.
I saw the Crafting section in the PHB and I read the Xanathar one as well, and they are completely different, then if you did magical.
So the break down...
Normal Breastplate
- Need half the cost of the item in materials
- It takes you "X" workweeks (5 days at 8 hours a day), per 50g it costs ---- In this case 400g = 8 workweeks
- Need the tool that goes with crafting it and be Prof in it --- In this case Smith Tools
Uncommon Breastplate
- Formula --- Which I feel can be kind of pre-fulfilled, because if you can infuse what you are possibly crafting to make perm, then the formula should be easier or just not required for this specific item
- Exotic Item --- Depends on CR rating, etc. So will need to do an adventure or work it in on the overall adventure to plan ahead.
- Flat 200g
- 2 workweeks (5 days a week at 8 hrs a day)
- Prof in the tool required for the job
And done...If you plan ahead on what items you want to make and get the Exotic Item and (If needed) the Formula for said item during your normal campaign, you can kill a lot of birds with one stone. Otherwise, the cost is mainly more time, but not more resources. And the cost of crafting time and cost is cut at lv 10 to 1/4 time and 1/2 cost...AND if you just want quick money, can spam potions which compounds the cuts in time and cost. Making 1 Uncommon Potion, be 50g and 1.25 days of craft time (10 hours).
If we apply the lv 10 time cut to non-magical items, I suppose the 1/2 cut in cost would go towards your grouping of materials, meaning 100g then, as originally is is 200g (half the cost of the item). Time is 8 workweeks (50g a workweek of progress), and we would do it in 1/4 of that time, so 2 work weeks. Just to show how it would be for a non-magical item.
I still think its stupid that Healing Potions and Antitoxin stuff is herbalism kits and not alchemy. Like that was specifically made for just those things, even those alchemist supplies says it for potions...*recloses that stupid pandora's box*
Yea, this is what I figured in the end. The Artificer as a whole is basically just an open canvas in general and is simply limited by your creativity and access allowed by the DM.
Consider approaching magic item creation from the ingredients first, rather than the desired items. You’ll come across all kinds of creatures and the like on your adventures. Save interesting bits. Then ask the DM what you can make with them. Once the crafting time is cut in half, you’ll be able to craft lots of interesting things, assuming you have the downtime for that.
Obviously it’s about as clear as mud, here is how I handle it:
1) to do any magical crafting (infusing or enchanting) you must first have the mundane item you will be working with. You can buy it or, if you have the tools and skills you can craft it yourself.
2) the time to do the mundane crafting doesn’t change.
3) once you have the mundane item you are ready for the magical crafting - it is only this part that the L10 change affects. So it takes less time to infuse items with your personal magic that is all.
Wisea$$ DM and Player since 1979.
You may need to re-think that. You basically just double the amount of time and resources it takes to make a magical version of anything, just saying.
And that is the intention - it’s possible but not easy to make magic items. I like it being hard, they have to acquire a masterwork item expensive and potentially time consuming, they have to find or invent (which means they have to pass the process by me and get my ok) the procedure to enchant the item, then they have to do the procedure and that has to include at least one save of some sort which means it just might fail and they have to do it over.
But then I actually run a campaign not just a series of adventures so down time activities can be as important as the adventures and can earn characters experience/ milestones, etc.
I also typically run the travel/exploration needed to get to the adventure but that is a different discussion.
Wisea$$ DM and Player since 1979.