I feel that the dm can work the rules with the players, I want to play an artificer and craft my own weapons and armor, because I feel that this make them special ok? :(
They really can. And it's actually super easy - barely an inconvenience. 😂
I feel that the dm can work the rules with the players, I want to play an artificer and craft my own weapons and armor, because I feel that this make them special ok? :(
The big thing honestly is that there is very little to craft on the mundane front. There's only a few basic tiers of armor and no real tiers to weapons. You'll typically start the game with whatever basic weapon you want and about halfway up your armor tier list, in my experience. Per the RAW structure of equipment, there is not way to improve weapons or shields without Artificer Infusions. And, from a running the game perspective, it's much easier and more considerate to the other players to just reward/buy the top tier armor than spend 30 minutes digging up crafting rules and figuring out how to run them in the middle of a session. Artificers already have their Infusions and the stuff they can make with their subclasses for the "special crafter" niche, but the forging of basic weapons and armor really is not supported by the whole of 5e's structure.
I feel that the dm can work the rules with the players, I want to play an artificer and craft my own weapons and armor, because I feel that this make them special ok? :(
The big thing honestly is that there is very little to craft on the mundane front. There's only a few basic tiers of armor and no real tiers to weapons. You'll typically start the game with whatever basic weapon you want and about halfway up your armor tier list, in my experience. Per the RAW structure of equipment, there is not way to improve weapons or shields without Artificer Infusions. And, from a running the game perspective, it's much easier and more considerate to the other players to just reward/buy the top tier armor than spend 30 minutes digging up crafting rules and figuring out how to run them in the middle of a session. Artificers already have their Infusions and the stuff they can make with their subclasses for the "special crafter" niche, but the forging of basic weapons and armor really is not supported by the whole of 5e's structure.
5e's crafting structure is quest oriented which really leans it towards those magical and unique items as opposed to mundane ones. The idea is that you create a quest out of it incorporating a monster encounter encounter, complications, rivals and minor properties to make it unique. Its a decent guide for story driven crafting which is useful as being a crafter is often part of a characters identity and is a good way to incorporate a character into a story. On the flip side it gives very little guidance on more everyday crafting and mechanics which includes both mundane items and common magic items your party may want many of like healing potions. The DM basically needs to do this entirely themselves with little to no useful guidance. Its also not factored into the economy so can get very out of hand.
In comparison, Pathfinder 2e has a fairly extensive and well balanced system. It works really well for every day crafting in fact it's so balanced its basically equivalent to buying the item in cost most of the time. The main advantage it provides is bypassing requirements of finding a shop in favor of finding crafting facilities. It also has a continual upgrade system with the rune system. As a GM I find it safe and easy to use but as a player I find crafting kind of boring and a poor value proposition. It requires investment in character creation including several feats and buying formulas but is not any more profitable than any other skill or the generic " work as crafter" down time activity. Items are also very interchangeable and level locked so many items simply become unusable with the passage of time or are immediately cashed in favor of continuing to move down the +1 weapon and armor tree. Basically the crafter doesn't really add much to a party in terms of actual crafting for balance reasons they're completely replaceable.
I think you probably want a mix of both. Adapt the pf2e system for mindless every day crafting and shopping. Its very well balanced and won't cause you problems but if you have a character who wants to be a crafter I recommend using the dnd 5e rules to help you construct a kind of crafting quest at least once for the player or give them an option of creating a custom item. Also consider occasionally breaking up the consistency of buying, selling and crafting so it doesn't get stale.
Although the time for this thread and issue has come to pass. There are things I would consider that do not seem to be in most posts.
What is the player's intent? This can help fashion and direct a resolution that satisfies the player amd party.
I am of the sort to like and cater towards down time in a big way becaus it is an easier time for players to express their character in a unique way that does not derail the party.
Depending on dm. Id say take the time to see what the player wants. Help them cope with adjusting to game play for the party. If it is in reason, create some means to provide the player's wants in a decreased time frame. Set the max to a time that is half what ever the rules says and if the player is making an item themselves, take away the "gold vs time" equation. They are not paying a person to do it.
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They really can. And it's actually super easy - barely an inconvenience. 😂
There are a billion ways to accomplish this.
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The big thing honestly is that there is very little to craft on the mundane front. There's only a few basic tiers of armor and no real tiers to weapons. You'll typically start the game with whatever basic weapon you want and about halfway up your armor tier list, in my experience. Per the RAW structure of equipment, there is not way to improve weapons or shields without Artificer Infusions. And, from a running the game perspective, it's much easier and more considerate to the other players to just reward/buy the top tier armor than spend 30 minutes digging up crafting rules and figuring out how to run them in the middle of a session. Artificers already have their Infusions and the stuff they can make with their subclasses for the "special crafter" niche, but the forging of basic weapons and armor really is not supported by the whole of 5e's structure.
5e's crafting structure is quest oriented which really leans it towards those magical and unique items as opposed to mundane ones. The idea is that you create a quest out of it incorporating a monster encounter encounter, complications, rivals and minor properties to make it unique. Its a decent guide for story driven crafting which is useful as being a crafter is often part of a characters identity and is a good way to incorporate a character into a story. On the flip side it gives very little guidance on more everyday crafting and mechanics which includes both mundane items and common magic items your party may want many of like healing potions. The DM basically needs to do this entirely themselves with little to no useful guidance. Its also not factored into the economy so can get very out of hand.
In comparison, Pathfinder 2e has a fairly extensive and well balanced system. It works really well for every day crafting in fact it's so balanced its basically equivalent to buying the item in cost most of the time. The main advantage it provides is bypassing requirements of finding a shop in favor of finding crafting facilities. It also has a continual upgrade system with the rune system. As a GM I find it safe and easy to use but as a player I find crafting kind of boring and a poor value proposition. It requires investment in character creation including several feats and buying formulas but is not any more profitable than any other skill or the generic " work as crafter" down time activity. Items are also very interchangeable and level locked so many items simply become unusable with the passage of time or are immediately cashed in favor of continuing to move down the +1 weapon and armor tree. Basically the crafter doesn't really add much to a party in terms of actual crafting for balance reasons they're completely replaceable.
I think you probably want a mix of both. Adapt the pf2e system for mindless every day crafting and shopping. Its very well balanced and won't cause you problems but if you have a character who wants to be a crafter I recommend using the dnd 5e rules to help you construct a kind of crafting quest at least once for the player or give them an option of creating a custom item. Also consider occasionally breaking up the consistency of buying, selling and crafting so it doesn't get stale.
Although the time for this thread and issue has come to pass. There are things I would consider that do not seem to be in most posts.
What is the player's intent? This can help fashion and direct a resolution that satisfies the player amd party.
I am of the sort to like and cater towards down time in a big way becaus it is an easier time for players to express their character in a unique way that does not derail the party.
Depending on dm. Id say take the time to see what the player wants. Help them cope with adjusting to game play for the party. If it is in reason, create some means to provide the player's wants in a decreased time frame. Set the max to a time that is half what ever the rules says and if the player is making an item themselves, take away the "gold vs time" equation. They are not paying a person to do it.