Greetings fellow adventurers! Today I come seeking guidance on both general crafting, as well as on a system I plan on implementing to help encourage more free roaming/exploration within my game.
Now, for the latter, the idea would be that should someone in my party want a specific item, (a +1 longsword that does lightning damage, a ring of frost resistance, or a pair of boots that muffle their footsteps), but their go to magical merchant NPC doesn't have it in stock, he can give them a list of ingredients they would need in order for him to then craft it.
For example, should my barbarian want a pair of Boots of Quickening (Bonus Action click the boots to gain an extra Attack action and double movement speed for up to 1d4+1 rounds per long rest) he would tell them to bring him a pair of boots/light armored boots, the value in gold for both cost and materials, as well as hair from a Quickling so he can bind the Haste spell to it.
Or for the lightning sword, adding a basic 1d4 of lightning damage might only need ash from a will-o' wisp and a Shocking Grasp spell, but something like a d8 or 10 might require something like Behir or Blue Dragon teeth with a Lightning Bolt spell upcast to 5th level.
This way it gives my players an incentive to go out and explore the world in search of materials they might need in order to get the magic items they want.
So, question #1 would be, does this seem like a feasible means for having my players acquire magical items, aside from rewards from encounters, or is their an obvious exploit they could use that I'm not seeing?
And as for crafting/item prices and the time it takes to make them. Is there a table or chart for both the cost of items and the amount of time it would take to make them?
Because I remember back in the early days of The Mighty Nein, it only took Pumat 4-5 days to enchant Jester's hand axe to make it a +1 magical one and a couple of hours to transfer the enchantment from the original Mariner's Armor to Fjord's breast plate. But then it took like... 10 weeks for the guys at the Marble Tomes to craft Yasha's +1 Bracers of defense.
And also, because I'm a fairly new DM, is there an easy way to gauge the rarity/power level of an item? Like what rarity would the aforementioned Boots of Quickening or the lightning sword with d10 of lightning damage have and how much should it influence the time or cost to make. As the whole point of this system I'm working on is to try and give my players the items they want while making it feel like they've truly earned them. But at the same time, I don't want to be a Monty Hall DM and wind up giving them overpowered items too early.
Thanks in advance for your input, and may the chests you find be full of treasure and bereft of teeth.
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Greetings fellow adventurers! Today I come seeking guidance on both general crafting, as well as on a system I plan on implementing to help encourage more free roaming/exploration within my game.
Now, for the latter, the idea would be that should someone in my party want a specific item, (a +1 longsword that does lightning damage, a ring of frost resistance, or a pair of boots that muffle their footsteps), but their go to magical merchant NPC doesn't have it in stock, he can give them a list of ingredients they would need in order for him to then craft it.
For example, should my barbarian want a pair of Boots of Quickening (Bonus Action click the boots to gain an extra Attack action and double movement speed for up to 1d4+1 rounds per long rest) he would tell them to bring him a pair of boots/light armored boots, the value in gold for both cost and materials, as well as hair from a Quickling so he can bind the Haste spell to it.
Or for the lightning sword, adding a basic 1d4 of lightning damage might only need ash from a will-o' wisp and a Shocking Grasp spell, but something like a d8 or 10 might require something like Behir or Blue Dragon teeth with a Lightning Bolt spell upcast to 5th level.
This way it gives my players an incentive to go out and explore the world in search of materials they might need in order to get the magic items they want.
So, question #1 would be, does this seem like a feasible means for having my players acquire magical items, aside from rewards from encounters, or is their an obvious exploit they could use that I'm not seeing?
And as for crafting/item prices and the time it takes to make them. Is there a table or chart for both the cost of items and the amount of time it would take to make them?
Because I remember back in the early days of The Mighty Nein, it only took Pumat 4-5 days to enchant Jester's hand axe to make it a +1 magical one and a couple of hours to transfer the enchantment from the original Mariner's Armor to Fjord's breast plate. But then it took like... 10 weeks for the guys at the Marble Tomes to craft Yasha's +1 Bracers of defense.
And also, because I'm a fairly new DM, is there an easy way to gauge the rarity/power level of an item? Like what rarity would the aforementioned Boots of Quickening or the lightning sword with d10 of lightning damage have and how much should it influence the time or cost to make. As the whole point of this system I'm working on is to try and give my players the items they want while making it feel like they've truly earned them. But at the same time, I don't want to be a Monty Hall DM and wind up giving them overpowered items too early.
Thanks in advance for your input, and may the chests you find be full of treasure and bereft of teeth.