Are there rules in 5e for crafting and creating items? yeah, characters generally go to a shop to purchase gear, but with magic items beings not readily available to sell, there is a reason to perhaps craft your own items (magical or not).
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C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
Crafting in 5th edition is usually a downtime activity.
You can find more details in Dungeon Master's Guide, page 128 (or here), and a little more expanded options in Xanathar's Guide to Everything, page 128 (or here).
Crafting, as it presently exists is really a way to spend cash ( and down time) - like a lot of the economics of the game the rules are far more about ways to strip excess cash from PCs than about how an actual economy that includes the activity would function in a real world. Expendable ( potions, scrolls, etc) cost more to make than to “buy” (assuming they are even for sale) . Magic items take larger than suggested sell prices to create as well as taking so much down time the PC is effectively removed from play, etc. those of us that include crafting in their world have all had to homebrew the economies and rules to try to make it work - with varying degrees of success.
Once again, I remind people that if you compare the buying prices from XGtE to the crafting prices, they check out. The only two where there's even a chance for the suggested buying price to be less than the crafting cost are Common and Legendary. Common makes sense given those are the ones that could most plausibly be produced in lots instead of to order and with Legendary that's a 1 in 12 chance if I did my math right. It looks like they decided to soft reset the entire valuation process with it. And if you actually use the player selling prices on magic items from the same section, they're all double the crafting prices. None of this is to say the D&D economy isn't extremely nonsensical as a whole, but the "it costs more to craft than to buy" bit usually comes when people are cross comparing two different suggested systems.
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Are there rules in 5e for crafting and creating items? yeah, characters generally go to a shop to purchase gear, but with magic items beings not readily available to sell, there is a reason to perhaps craft your own items (magical or not).
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
Crafting in 5th edition is usually a downtime activity.
You can find more details in Dungeon Master's Guide, page 128 (or here), and a little more expanded options in Xanathar's Guide to Everything, page 128 (or here).
Hah. They're on the same page!
Xanthar is such a crafty person making those pages match...
ok...I'm leaving now...
It's all part of the plan! A good article about craft: https://www.flutesloot.com/5e-crafting-magic-items/
artificer become artificer
Crafting, as it presently exists is really a way to spend cash ( and down time) - like a lot of the economics of the game the rules are far more about ways to strip excess cash from PCs than about how an actual economy that includes the activity would function in a real world. Expendable ( potions, scrolls, etc) cost more to make than to “buy” (assuming they are even for sale) . Magic items take larger than suggested sell prices to create as well as taking so much down time the PC is effectively removed from play, etc. those of us that include crafting in their world have all had to homebrew the economies and rules to try to make it work - with varying degrees of success.
Wisea$$ DM and Player since 1979.
Once again, I remind people that if you compare the buying prices from XGtE to the crafting prices, they check out. The only two where there's even a chance for the suggested buying price to be less than the crafting cost are Common and Legendary. Common makes sense given those are the ones that could most plausibly be produced in lots instead of to order and with Legendary that's a 1 in 12 chance if I did my math right. It looks like they decided to soft reset the entire valuation process with it. And if you actually use the player selling prices on magic items from the same section, they're all double the crafting prices. None of this is to say the D&D economy isn't extremely nonsensical as a whole, but the "it costs more to craft than to buy" bit usually comes when people are cross comparing two different suggested systems.