i have a tinkering gunslinger and a monk alchemist, are there certain guidelines i should follow in order to make crafting work smoothly, i have already empathized that crafting take a long time, but my tinkerer want to experiment with small things as their group tends to travel for days at a time. I'm a new dm but i want to encourage crafting yet have it work more fluidly.
The DMG has a section on Downtime Activities that includes crafting, carousing, working, etc.
It's not incredibly detailed but it gives you a way to estimate costs, time involved, etc. I find that it works pretty well unless you want a crazy detailed system.
The real challenge (to your group) is the travel. The downtime system assumes 8 hours per day is spent crafting. So you have to rationalize how much time the player might have while travelling, extending the time to create the item appropriately. That said, it's still pretty simple and gives you a way to encourage them without getting too complex.
The DMG has a section on Downtime Activities that includes crafting, carousing, working, etc.
It's not incredibly detailed but it gives you a way to estimate costs, time involved, etc. I find that it works pretty well unless you want a crazy detailed system.
The real challenge (to your group) is the travel. The downtime system assumes 8 hours per day is spent crafting. So you have to rationalize how much time the player might have while travelling, extending the time to create the item appropriately. That said, it's still pretty simple and gives you a way to encourage them without getting too complex.
I don't think travel is too much of an issue -- 8 hours traveling, 8 hours long rest (which I would think to include eating/light activity and sleeping), leaving 8 hours of other potential downtime, provided a day had no encounters that the crafting character had to take place in. Even with an encounter, depending on what it was/how long it took a character could potentially spend 4 hours of that time at least in crafting
Let them invest in a wagon of some sort that can be converted to a workshop with half a day's work. The tinker can then get their working downtime making stuff for the team while someone else mans the horses.
I know it's not quite what you're looking for directly, but I've used the unofficial "herbalism and alchemy" guide available at the link below before. It might give you some ideas to work with, along with the suggestions above.
I know this is an old post, but if anyone is interested I am building a tool to make it easier to handle crafting in DnD. It includes areas where to find ingredients, and what recipes they can be turned into. If you have feedback or want to contribute that would be awesome https://dndcrafting.com/
TheAngryGM is an excellent resource for DM's, and his articles certainly have a sort of panache.
I have used this very system, modified slightly to better fit the world of my current campaign, and I love it. My players loved it. It was a nice extra layer of depth for them to explore. I implemented it simultaneously with the hireling/ squire rules from the DMG to allow them to in essence create their own businesses to run in their downtime. Our halfling druid is the owner of a burgeoning alchemy business while the paladin and fighter went in together on a smithy and the barbarian owns a bar.
i have a tinkering gunslinger and a monk alchemist, are there certain guidelines i should follow in order to make crafting work smoothly, i have already empathized that crafting take a long time, but my tinkerer want to experiment with small things as their group tends to travel for days at a time. I'm a new dm but i want to encourage crafting yet have it work more fluidly.
The DMG has a section on Downtime Activities that includes crafting, carousing, working, etc.
It's not incredibly detailed but it gives you a way to estimate costs, time involved, etc. I find that it works pretty well unless you want a crazy detailed system.
The real challenge (to your group) is the travel. The downtime system assumes 8 hours per day is spent crafting. So you have to rationalize how much time the player might have while travelling, extending the time to create the item appropriately. That said, it's still pretty simple and gives you a way to encourage them without getting too complex.
How do you get a one-armed goblin out of a tree?
Wave!
You could take a look in the downtime unearthed arcana, it has crafting rules among other downtime activities iirc
Let them invest in a wagon of some sort that can be converted to a workshop with half a day's work. The tinker can then get their working downtime making stuff for the team while someone else mans the horses.
I know it's not quite what you're looking for directly, but I've used the unofficial "herbalism and alchemy" guide available at the link below before. It might give you some ideas to work with, along with the suggestions above.
https://drive.google.com/file/d/0B7CIGCMCtoETVmhDNEZMbUVweTg/view
I know this is an old post, but if anyone is interested I am building a tool to make it easier to handle crafting in DnD. It includes areas where to find ingredients, and what recipes they can be turned into. If you have feedback or want to contribute that would be awesome https://dndcrafting.com/
How about: https://theangrygm.com/series/crafting-crafting/
TheAngryGM is an excellent resource for DM's, and his articles certainly have a sort of panache.
I have used this very system, modified slightly to better fit the world of my current campaign, and I love it. My players loved it. It was a nice extra layer of depth for them to explore. I implemented it simultaneously with the hireling/ squire rules from the DMG to allow them to in essence create their own businesses to run in their downtime. Our halfling druid is the owner of a burgeoning alchemy business while the paladin and fighter went in together on a smithy and the barbarian owns a bar.
Happy hunting, fellow adventurers.
You should check this out
https://woodland-assault-studios.itch.io/crafting-workbench