I'm working on making a crafting system, something simple that will only require a few rolls, and I've got a rough draft made up. I'm going to be testing it with one of my groups to see what bugs are present. I'd like to hear some feedback from you all as well, anything that you like or see as an issue.
Optional Rule: Repair kit and Durability
Weapons and armor are integral to a successful adventurer. These will wear down as extreme situations happen around them, reducing the durability of those items.
Armor/Weapons have a durability of 5 Caster items have a durability of 3 Ammunition has a durability of 0
Whenever a Natural 1 or 20 is rolled by an adventurer, the weapon/ caster item receives a cumulative -1 penalty to damage. Whenever a Natural 20 is rolled by an enemy the armor receives a cumulative -1 penalty to AC. When the penalty reaches -5 the item is destroyed. Magical items have double the Durability but cannot gain more than a -5 to AC or Damage. (This is the same penalty as the Rust Monster or Grey Ooze)
Repair Kit 5gp A Repair Kit may be used to repair items, dismantle items, and acquire Smithing Materials. It includes grinding stones, oils, small hammers, pliers, glue, chisels, and other small tools. A repair can be made with a successful DC 10 Strength or Dexterity check and 1 Smithing Material. Ranged ammunition, such as arrows, bolts, shurikens, and darts, cannot be repaired this way.
**If no crafting/gathering is being used, a Repair kit has 10 uses.
Crafting is something that I felt needed to be made simple, a couple rolls, an easy to read table so it can be used in treasure tables, and a simple method to craft with.
Tier
Crafting Cost
Crafting DC
common
50
10
uncommon
250
15
rare
2500
20
very rare
25000
25
legendary
250000
30
**Sale price of materials is 1/2 cost Dismantling Smithing items gives 1/2 total material cost (no gold)
**You can gather materials with or without a tool kit. If you do not already have it, you may add your Proficiency bonus to the search if you own the appropriate tool kit.
--Starting at Level 3: You can craft items only if you have the appropriate tool kit. Alchemy/Herbalism: Int/Wis + Proficiency vs Crafting Tier (must have Reagent, Base, and Catalyst) Poison: Int/Wis + Proficiency vs Crafting tier (must have Reagent and Base) Smithing: Int/Wis + Proficiency vs Crafting Tier (must have 4 materials to work with, 6 for 2-handed weapons)
A failed crafting attempt loses all materials and half the Crafting Cost.
You may craft any item from the same tier as the lowest rarity crafting material as a result. (If you use an Uncommon Reagent, a Rare Base, and a Very Rare Catalyst, the result would be from the Uncommon Potions)
Ooh this seems really interesting. I think that there should be a time component to crafting, however. I understand that this is meant to be an alternative to the usual crafting rules which are kind of vague and mostly involve spending weeks or more of downtime. But something like a 1 hour time spent on crafting would make it so that players can't just craft a handful of potions in the middle of combat or something.
I have a strong feeling that it's not going to be a problem. If you can't use an Alchemist's kit or Herbalism Kit in the middle of combat to craft a tincture, then it would make sense that you couldn't use a Repair Kit during the middle of combat either.
As well, most of the crafting stuff will be done during down time, and it's easier to hand wave the passage of time saying that they've spent a week working on the dagger, or Potion of Greater Healing.
I'm working on making a crafting system, something simple that will only require a few rolls, and I've got a rough draft made up. I'm going to be testing it with one of my groups to see what bugs are present. I'd like to hear some feedback from you all as well, anything that you like or see as an issue.
Optional Rule: Repair kit and Durability
Weapons and armor are integral to a successful adventurer. These will wear down as extreme situations happen around them, reducing the durability of those items.
Armor/Weapons have a durability of 5
Caster items have a durability of 3
Ammunition has a durability of 0
Whenever a Natural 1 or 20 is rolled by an adventurer, the weapon/ caster item receives a cumulative -1 penalty to damage.
Whenever a Natural 20 is rolled by an enemy the armor receives a cumulative -1 penalty to AC.
When the penalty reaches -5 the item is destroyed.
Magical items have double the Durability but cannot gain more than a -5 to AC or Damage.
(This is the same penalty as the Rust Monster or Grey Ooze)
Repair Kit 5gp
A Repair Kit may be used to repair items, dismantle items, and acquire Smithing Materials. It includes grinding stones, oils, small hammers, pliers, glue, chisels, and other small tools.
A repair can be made with a successful DC 10 Strength or Dexterity check and 1 Smithing Material.
Ranged ammunition, such as arrows, bolts, shurikens, and darts, cannot be repaired this way.
**If no crafting/gathering is being used, a Repair kit has 10 uses.
Crafting is something that I felt needed to be made simple, a couple rolls, an easy to read table so it can be used in treasure tables, and a simple method to craft with.
Dismantling Smithing items gives 1/2 total material cost (no gold)
If you do not already have it, you may add your Proficiency bonus to the search if you own the appropriate tool kit.
Alchemy/Herbalism: Int/Wis + Proficiency vs Crafting Tier (must have Reagent, Base, and Catalyst)
Poison: Int/Wis + Proficiency vs Crafting tier (must have Reagent and Base)
Smithing: Int/Wis + Proficiency vs Crafting Tier (must have 4 materials to work with, 6 for 2-handed weapons)
A failed crafting attempt loses all materials and half the Crafting Cost.
You may craft any item from the same tier as the lowest rarity crafting material as a result.
(If you use an Uncommon Reagent, a Rare Base, and a Very Rare Catalyst, the result would be from the Uncommon Potions)
Ooh this seems really interesting. I think that there should be a time component to crafting, however. I understand that this is meant to be an alternative to the usual crafting rules which are kind of vague and mostly involve spending weeks or more of downtime. But something like a 1 hour time spent on crafting would make it so that players can't just craft a handful of potions in the middle of combat or something.
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I have a strong feeling that it's not going to be a problem. If you can't use an Alchemist's kit or Herbalism Kit in the middle of combat to craft a tincture, then it would make sense that you couldn't use a Repair Kit during the middle of combat either.
As well, most of the crafting stuff will be done during down time, and it's easier to hand wave the passage of time saying that they've spent a week working on the dagger, or Potion of Greater Healing.