That is sort of the point - it is a third party product - technically homebrew even if properly bound and sold via DDB. I’Ve read through them recently and they’re pretty good if a bit involved. I’ll probably use some of it but cut it down some to speed up play.
At the end of the day there’s no harvesting system because D&D doesn’t run on a model that calls for one.
Mechanically speaking harvesting in games is just a specialized drop table, so you can replace the individual treasure entries with valuable harvestable materials with no particular game balance effects. If you also want to combine it with crafting magic items I would count materials harvested from appropriate monsters at double their value as far as material components go.
Eh, depends. For some it is just a more involved/immersive version of "kill X, get Y currency", but for others it can be a stand in for part of a level up system. If you look at some of the later Assassin's Creed games, acquiring X hides and such is how you upgrade gear for things like health/armor, and there's no alternative of just spending currency for the upgrade. As I noted, this is not a thing in 5e's basic paradigm, nor is a particularly immersive economic cycle or handing out a bunch of consumables, ergo a real harvesting system rather than a DM just couching "you got X payment for this quest" as "you got monster parts worth X you can turn in when you get back to town" has no place. Which doesn't mean people are wrong to make their own, just that it doesn't exist in the base game because there's no niche for it in the base gameplay.
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Heliana's Guide to Monster Hunting Part One from Loot Tavern, while 3rd party does have alot of instruction for crafting, harvesting, cooking, etc.
https://marketplace.dndbeyond.com/category/DBROZUY81
That is sort of the point - it is a third party product - technically homebrew even if properly bound and sold via DDB. I’Ve read through them recently and they’re pretty good if a bit involved. I’ll probably use some of it but cut it down some to speed up play.
Wisea$$ DM and Player since 1979.
Eh, depends. For some it is just a more involved/immersive version of "kill X, get Y currency", but for others it can be a stand in for part of a level up system. If you look at some of the later Assassin's Creed games, acquiring X hides and such is how you upgrade gear for things like health/armor, and there's no alternative of just spending currency for the upgrade. As I noted, this is not a thing in 5e's basic paradigm, nor is a particularly immersive economic cycle or handing out a bunch of consumables, ergo a real harvesting system rather than a DM just couching "you got X payment for this quest" as "you got monster parts worth X you can turn in when you get back to town" has no place. Which doesn't mean people are wrong to make their own, just that it doesn't exist in the base game because there's no niche for it in the base gameplay.