Yo! so how is everyone feeling about the changes to the crafting system and the uses for tools?
tools got a pretty big change being tied to the crafting so that was nice to see! while i am sad they didnt show anything off at least a little bit it also worried me when they talked about just needing gold and downtime to craft. i know not every table wants to hunt down a creature to make 1 uncommon item and thats fine but i at least hope for the higher tier stuff they have rules for using monster parts.
ALSO! how are they going to show all of those artificers making a golem and so many with mechanical arms but not have the artificer in the PHB?! it feels like seeing a character in a fighting game but when you go to click to play them it just takes you to the ingame shop.
I'm really loving the "Utilize" Action. So much cooler than "Use An Object", and contrasts much more sharply against the Magic Action to avoid any confusion about things like Fast Hands.
ALSO! how are they going to show all of those artificers making a golem and so many with mechanical arms but not have the artificer in the PHB?! it feels like seeing a character in a fighting game but when you go to click to play them it just takes you to the ingame shop.
They put the Artificer art in there to annoy you specifically. Crawford told me so himself 😛😉
ALSO! how are they going to show all of those artificers making a golem and so many with mechanical arms but not have the artificer in the PHB?! it feels like seeing a character in a fighting game but when you go to click to play them it just takes you to the ingame shop.
They put the Artificer art in there to annoy you specifically. Crawford told me so himself 😛😉
Dang you CRAWFORD! *shaking a hand at the sky* (this is a joke)
Personally, I've never been a big fan of crafting in D&D. I'm more the old style: Why make a +1 sword when the bandit has one. I should kill him and take his stuff, much simpler. So, I'm glad they seem to be keeping it bare bones and mostly optional. While I would like people who want a more robust crafting system to have that, I'm happy it's not in the core game and largely being left to 3rd party publishers.
For one, many campaigns don't have a lot of down time, which is what you need for crafting. It's not elder scrolls, where you tap a button and instantly have a suit of armor. Armor takes a long time to make, and adventurers don't typically have that kind of time. Not to mention, what's the rest of the party doing while the fighter spends 8-10 weeks (or however many it ends up being) to make their adamantine plate armor. Though I guess that could be a session 0 discussion is "how much time should we spend on crafting?"
As far as ingredients, that's a different can of worms. If they say, (for example) for a hammer of thunderbolts, you need parts from an air elemental, but the DM has a world where elementals don't exist, or even just no reason for the story to include an air elemental, it just creates friction.
And anything you craft is really going to mean one less item in the next treasure hoard, because game balance means there should be only so many items for the PCs. But I guess that's a personal preference if you prefer the challenge of making it vs the challenge of defeating the current owner.
(They don't have to be artificers making that golem. Just people with the right tool proficiencies. That's why they need a group -- some metal workers, some leather, some wood, etc.)
My own idea is a homemade update of the magic item creationg feats from 3rd, mainly single-use magic item (runes, tatoos and talismans). A tatoo with a feather fall could be used for an emergency.
Do you like the idea of "craft flesh" to add monster symbionts?
Could I craft a crossbow with legs and artificial muscles to reload itself as construct monster companion?
(They don't have to be artificers making that golem. Just people with the right tool proficiencies. That's why they need a group -- some metal workers, some leather, some wood, etc.)
There's definitely an Artificer in the video though - that female gnome at 0:24 is Vi, she's one of the Eberron iconics. She appears to be shooting at the Lord of Blades.
(They don't have to be artificers making that golem. Just people with the right tool proficiencies. That's why they need a group -- some metal workers, some leather, some wood, etc.)
There's definitely an Artificer in the video though - that female gnome at 0:24 is Vi, she's one of the Eberron iconics. She appears to be shooting at the Lord of Blades.
Oh. I have to plead ignorance of eberron at that detail. Good catch.
tools got a pretty big change being tied to the crafting so that was nice to see! while i am sad they didnt show anything off at least a little bit it also worried me when they talked about just needing gold and downtime to craft. i know not every table wants to hunt down a creature to make 1 uncommon item and thats fine but i at least hope for the higher tier stuff they have rules for using monster parts.
Nice to see WotC giving us some basic crafting rules for sure. For monster hunting and other special item rules related to magic item creation I'm hoping the system in the upcoming Monsters of Drakkenheim from Dungeon Dudes will be a good one.
tools got a pretty big change being tied to the crafting so that was nice to see! while i am sad they didnt show anything off at least a little bit it also worried me when they talked about just needing gold and downtime to craft. i know not every table wants to hunt down a creature to make 1 uncommon item and thats fine but i at least hope for the higher tier stuff they have rules for using monster parts.
Nice to see WotC giving us some basic crafting rules for sure. For monster hunting and other special item rules related to magic item creation I'm hoping the system in the upcoming Monsters of Drakkenheim from Dungeon Dudes will be a good one.
ooooh yea i hope they are good iv never seen them
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Yo! so how is everyone feeling about the changes to the crafting system and the uses for tools?
tools got a pretty big change being tied to the crafting so that was nice to see! while i am sad they didnt show anything off at least a little bit it also worried me when they talked about just needing gold and downtime to craft. i know not every table wants to hunt down a creature to make 1 uncommon item and thats fine but i at least hope for the higher tier stuff they have rules for using monster parts.
ALSO! how are they going to show all of those artificers making a golem and so many with mechanical arms but not have the artificer in the PHB?!
it feels like seeing a character in a fighting game but when you go to click to play them it just takes you to the ingame shop.
They put the Artificer art in there to annoy you specifically. Crawford told me so himself 😛😉
Dang you CRAWFORD! *shaking a hand at the sky* (this is a joke)
Personally, I've never been a big fan of crafting in D&D. I'm more the old style: Why make a +1 sword when the bandit has one. I should kill him and take his stuff, much simpler. So, I'm glad they seem to be keeping it bare bones and mostly optional. While I would like people who want a more robust crafting system to have that, I'm happy it's not in the core game and largely being left to 3rd party publishers.
For one, many campaigns don't have a lot of down time, which is what you need for crafting. It's not elder scrolls, where you tap a button and instantly have a suit of armor. Armor takes a long time to make, and adventurers don't typically have that kind of time. Not to mention, what's the rest of the party doing while the fighter spends 8-10 weeks (or however many it ends up being) to make their adamantine plate armor. Though I guess that could be a session 0 discussion is "how much time should we spend on crafting?"
As far as ingredients, that's a different can of worms. If they say, (for example) for a hammer of thunderbolts, you need parts from an air elemental, but the DM has a world where elementals don't exist, or even just no reason for the story to include an air elemental, it just creates friction.
And anything you craft is really going to mean one less item in the next treasure hoard, because game balance means there should be only so many items for the PCs. But I guess that's a personal preference if you prefer the challenge of making it vs the challenge of defeating the current owner.
(They don't have to be artificers making that golem. Just people with the right tool proficiencies. That's why they need a group -- some metal workers, some leather, some wood, etc.)
Just seeing WARFORGED art in the first 30 seconds of the vid, I know, I'm late, GIVES ME HOPE.
Already can't wait for Xanathar 2024My own idea is a homemade update of the magic item creationg feats from 3rd, mainly single-use magic item (runes, tatoos and talismans). A tatoo with a feather fall could be used for an emergency.
Do you like the idea of "craft flesh" to add monster symbionts?
Could I craft a crossbow with legs and artificial muscles to reload itself as construct monster companion?
There's definitely an Artificer in the video though - that female gnome at 0:24 is Vi, she's one of the Eberron iconics. She appears to be shooting at the Lord of Blades.
Oh. I have to plead ignorance of eberron at that detail. Good catch.
Nice to see WotC giving us some basic crafting rules for sure. For monster hunting and other special item rules related to magic item creation I'm hoping the system in the upcoming Monsters of Drakkenheim from Dungeon Dudes will be a good one.
ooooh yea i hope they are good iv never seen them