I am running LMoP at the moment and i plan to extend into Dragon of Icespire Peak including add on adventures. I expect to run that campaign till lvl 15.
With Phandlin as a home base i plan to allow my players to forge theire own magic equipment. But before i set up DC to do so, i want to double check what sources of Skill check bonuses are available.
The ones i know are
proficiency and expertise, increases based on lvl
Bardic inspiration a random bonus that can get higher based on lvl
Guidance spell
Luck feat
Inspiration
Divination wizard: replace a skillroll with a known number
enhance ability spell
So at lvl 5 we talk 1d20 (realisticly 15+)+1d8+1d4+6
the character also needs to have proficiency & equipment in a specific tool kit (masons tools, blacksmithing tools, jewelers kits, etc.) to be able to attempt. Be sure to check out Chapter 2 of XGTE Downtime Revisited. It doesn't really discuss any specific DC for crafting an item, simply the cost & time in workweek it might take.
Will you care to elaborate exactly what the DC dynamic you had in mind is intended to do? Such as, materials wasted, time spent longer/shorter, magic equipment weaker/stronger?
With any DC it's about establishing a Boundary for success or failure, so what's your intent behind the success or the failure if you are establishing that crafting ought to have a DC?
Other than that, to add an answer to your question I can think off the top of my head an item called the Luckstone that adds a +1 boost to any ability check.
The game already has rules for creating magic items in the DMG and XGtE and neither requires making any checks. Also, normally you pick a DC based on how easy or hard a task is in absolute terms rather than how many bonuses players could conceivably stack. Moving the target cheapens any investment players have made at being good at something.
For really short-lived bonuses like Guidance it'll save you a lot of headaches if you require that it's present throughout the whole task.
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I am running LMoP at the moment and i plan to extend into Dragon of Icespire Peak including add on adventures. I expect to run that campaign till lvl 15.
With Phandlin as a home base i plan to allow my players to forge theire own magic equipment. But before i set up DC to do so, i want to double check what sources of Skill check bonuses are available.
The ones i know are
So at lvl 5 we talk 1d20 (realisticly 15+)+1d8+1d4+6
Which ones did i forget?
the character also needs to have proficiency & equipment in a specific tool kit (masons tools, blacksmithing tools, jewelers kits, etc.) to be able to attempt. Be sure to check out Chapter 2 of XGTE Downtime Revisited. It doesn't really discuss any specific DC for crafting an item, simply the cost & time in workweek it might take.
Will you care to elaborate exactly what the DC dynamic you had in mind is intended to do? Such as, materials wasted, time spent longer/shorter, magic equipment weaker/stronger?
With any DC it's about establishing a Boundary for success or failure, so what's your intent behind the success or the failure if you are establishing that crafting ought to have a DC?
Other than that, to add an answer to your question I can think off the top of my head an item called the Luckstone that adds a +1 boost to any ability check.
Boldly go
The game already has rules for creating magic items in the DMG and XGtE and neither requires making any checks. Also, normally you pick a DC based on how easy or hard a task is in absolute terms rather than how many bonuses players could conceivably stack. Moving the target cheapens any investment players have made at being good at something.
For really short-lived bonuses like Guidance it'll save you a lot of headaches if you require that it's present throughout the whole task.
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