So since artificers as a class officially came out I thought of an interesting side mechanic for the Infusion feature of the class. Ex. Player x wants to make a permanent infusion of a bag of holding. Now lets say a bag of holding costs 500 gold. The attempt will cost 250 gold and player x will need to make a Tinker's tools check.
Nat 1 = -20
2-5 = -10
6-10 = -5
11-15 = +10
16-20 = +15
21-25 = +20
Nat 20 = +25
Once your int reaches 20 and you gain expertise in tinkers tool
26-28 = +25
Nat 20 = +30
GM will then roll a d100 behind the screen to determine if your infusion is permanent. I will be adding the d100 and the Tinker's tools check. If both add up to at least 80 then the infusion is permanent. GM must keep track of every successful attempt. The players will get a "blueprint" item that contains the schematics of the infused items whether they were successful or not.
Ex. Player sheet:
Items: Blueprints of Permanent Night Goggles ver. 1 Blueprints of Permanent Night Goggles ver. 2 Blueprints of Permanent Night Goggles ver. 3
GM Notes: Player x's sheet: Items: Blueprints of Permanent Night Goggles ver. 1 fail Blueprints of Permanent Night Goggles ver. 2 success Blueprints of Permanent Night Goggles ver. 3 success
The character that Player x is playing will never know whether the infusion is permanent. However when that PC dies or in the epilogue of the campaign the player will find out via meta which attempts were successful if any.
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So since artificers as a class officially came out I thought of an interesting side mechanic for the Infusion feature of the class. Ex. Player x wants to make a permanent infusion of a bag of holding. Now lets say a bag of holding costs 500 gold. The attempt will cost 250 gold and player x will need to make a Tinker's tools check.
Nat 1 = -20
2-5 = -10
6-10 = -5
11-15 = +10
16-20 = +15
21-25 = +20
Nat 20 = +25
Once your int reaches 20 and you gain expertise in tinkers tool
26-28 = +25
Nat 20 = +30
GM will then roll a d100 behind the screen to determine if your infusion is permanent. I will be adding the d100 and the Tinker's tools check. If both add up to at least 80 then the infusion is permanent. GM must keep track of every successful attempt. The players will get a "blueprint" item that contains the schematics of the infused items whether they were successful or not.
Ex. Player sheet:
Items:
Blueprints of Permanent Night Goggles ver. 1
Blueprints of Permanent Night Goggles ver. 2
Blueprints of Permanent Night Goggles ver. 3
GM Notes: Player x's sheet: Items:
Blueprints of Permanent Night Goggles ver. 1 fail
Blueprints of Permanent Night Goggles ver. 2 success
Blueprints of Permanent Night Goggles ver. 3 success
The character that Player x is playing will never know whether the infusion is permanent. However when that PC dies or in the epilogue of the campaign the player will find out via meta which attempts were successful if any.