1 when i am crafting or infusing an magic item, would i be able to add minor properties / quicks ? are players able to for instance create sentient magic items, magic items with the song craft minor property or magic items who weighs half as much as they do normally? The quicks tables in the dmg sounds like a really nice thing, and there does not seem to be any rule stating that i can't make special magic items with these quicks in place, right? this stuff does not alter rarity after all, they just make them more cool
2 is the cost of crafting an magic item the market price of the mundane version of the item + the base cost of rarity, or does the rarity and only the rarity of the created item matter, for instance crafting an uncommon magic item costs only 200 gp, weras the market value for playe armor is 1500 gp, will crafting a set of mithral plate armor or +1 magical plate armor cost only 200 gp, or will it cost 1700 gp?
3 barding, or in other words armor made for horses and other mounts, costs four times as much as the same armor made for humanoids. Does that mean that an set of magic armor made specifically for horses would cost four times as much as much as the same armor made for humans? would an set of +1 plate war rhino armor cost 4 * 1500 + 200, 4 * (200 + 1500), 4 * 200 or 200 gold pieces?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The short answer is that the way crafting works in a campaign is 100% dependent on the DM. The most developed guidelines are from XGtE, but even then it's so vague that there really is no answer other than "up to the DM".
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The short answer is that the way crafting works in a campaign is 100% dependent on the DM. The most developed guidelines are from XGtE, but even then it's so vague that there really is no answer other than "up to the DM".
yeah, i have the DMG and XGE, i know it is vague becuase that is why i asked dude
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The short answer is that the way crafting works in a campaign is 100% dependent on the DM. The most developed guidelines are from XGtE, but even then it's so vague that there really is no answer other than "up to the DM".
yeah, i have the DMG and XGE, i know it is vague becuase that is why i asked dude
I hear ya. The answer's still the same, and it annoys the crap out of me and everyone I know too. :/
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The quirks, minor and major benefits/detriments & sentience are meant to be unique properties of LEGENDARY and super rare artifacts. obviously somoene crafted these at one point or another and to answer your question, sure, if you allow it but these are meant to be the magum opus of legendary craftsman, even if your PCs are skilled they're still adventurers, not full-time craftsmen.
Even if you do, they're meant to be really expensive AND time consuming, for one reason or another both DMG and XGtE is really vague but you can scour the web for all types of homebrew crafting systems. For better and worse, D&D is meant to be adventurers through epic battles and even social intrigues & even though there are rules about running a business and crafting things WotC doesn't want this to become farmville or crafting simulator.
I would be very wary about allowing to craft legendary sentient things. If they're die hard on crafting it, make it an adventure to find the materials (you can find a bunch of things online). but do they want to craft just to craft or do they want a specific item? Maybe just put them on a quest to find them? My previous campaign we played LMoP and the DM was figuring out what we would be doing with the forge at the end (he TPK'd us so he didn't have to think about it) and this campaign we just finished the second adventure in Yawning Portal (fury of the forge) so as the DM this time around, Im figuring out how I would allow magic crafting. Probably FIRST make them look for a blueprint/formula THEN go hunting for the rare components. Depending on the components provided, DMG/XGtE gives an expensive item cost and long craft time. I will definitely factor that in to 'gate' them from getting things too soon and too frequently (the plus side of hiring the forge users is that THEY don't need to be in downtime to craft, they can still adventure, but it may cost more for someone else's labor)
Most of my players DON'T look through the books so for the most part dont really know specific magic items so may or may not even know what they would want to craft (in a meta way) so it shouldn't be too hard to wing it
1 when i am crafting or infusing an magic item, would i be able to add minor properties / quicks ? are players able to for instance create sentient magic items, magic items with the song craft minor property or magic items who weighs half as much as they do normally? The quicks tables in the dmg sounds like a really nice thing, and there does not seem to be any rule stating that i can't make special magic items with these quicks in place, right? this stuff does not alter rarity after all, they just make them more cool
2 is the cost of crafting an magic item the market price of the mundane version of the item + the base cost of rarity, or does the rarity and only the rarity of the created item matter, for instance crafting an uncommon magic item costs only 200 gp, weras the market value for playe armor is 1500 gp, will crafting a set of mithral plate armor or +1 magical plate armor cost only 200 gp, or will it cost 1700 gp?
3 barding, or in other words armor made for horses and other mounts, costs four times as much as the same armor made for humanoids. Does that mean that an set of magic armor made specifically for horses would cost four times as much as much as the same armor made for humans? would an set of +1 plate war rhino armor cost 4 * 1500 + 200, 4 * (200 + 1500), 4 * 200 or 200 gold pieces?
Magic items are unique and creating each one is a bespoke process that you decide between the player and the DM. Here's my take based on the guidelines from the DMG.
1. Sure. Have your player come to you with the formula to construct the magic item that explains how each property is added to the eventual magic item.
2. The cost is the rarity, but the rules say you decide if the magic item needs special materials. So making +1 plate will require the special material of a suit of platemail. It should probably also need other special materials to make it a really fancy suit of plate.
3. I'd figure out the rarity of magic rhino barding. I'd then go with what I said in 2, which is price of normal barding as the special material + creation cost.
The thing I'd emphasis is that the player should be coming up with how they are going to make this magic item, then you figure out cost, special materials, special locations, etc. Creating really powerful magic items (like sentience) should really result in an adventure and not just be treated as a simple time/money transaction. Like where on earth are you going to find someone who can make rhino barding.
1 when i am crafting or infusing an magic item, would i be able to add minor properties / quicks ? are players able to for instance create sentient magic items, magic items with the song craft minor property or magic items who weighs half as much as they do normally? The quicks tables in the dmg sounds like a really nice thing, and there does not seem to be any rule stating that i can't make special magic items with these quicks in place, right? this stuff does not alter rarity after all, they just make them more cool
2 is the cost of crafting an magic item the market price of the mundane version of the item + the base cost of rarity, or does the rarity and only the rarity of the created item matter, for instance crafting an uncommon magic item costs only 200 gp, weras the market value for playe armor is 1500 gp, will crafting a set of mithral plate armor or +1 magical plate armor cost only 200 gp, or will it cost 1700 gp?
3 barding, or in other words armor made for horses and other mounts, costs four times as much as the same armor made for humanoids. Does that mean that an set of magic armor made specifically for horses would cost four times as much as much as the same armor made for humans? would an set of +1 plate war rhino armor cost 4 * 1500 + 200, 4 * (200 + 1500), 4 * 200 or 200 gold pieces?
By default, no. Only if your DM says you can. You'd probably be following the guideline of needing to do quests to find "rare materials" and a formula before being allowed to craft anything special.
Entirely up to the DM... none of the guidelines on this really make any sense. It can be read as simply the cost associated with rarity, but I don't know a single person that wouldn't say it's base item cost + cost of rarity. There's no way in hell mundane plate armor costs more than uncommon magical plate armor.
This one's easier to make an assumption on how it'd work. Whatever a DM determines is necessary to craft PC armor should cost 4x as much to craft as barding.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Magic items are unique and creating each one is a bespoke process that you decide between the player and the DM. Here's my take based on the guidelines from the DMG.
1. Sure. Have your player come to you with the formula to construct the magic item that explains how each property is added to the eventual magic item.
2. The cost is the rarity, but the rules say you decide if the magic item needs special materials. So making +1 plate will require the special material of a suit of platemail. It should probably also need other special materials to make it a really fancy suit of plate.
3. I'd figure out the rarity of magic rhino barding. I'd then go with what I said in 2, which is price of normal barding as the special material + creation cost.
The thing I'd emphasis is that the player should be coming up with how they are going to make this magic item, then you figure out cost, special materials, special locations, etc. Creating really powerful magic items (like sentience) should really result in an adventure and not just be treated as a simple time/money transaction. Like where on earth are you going to find someone who can make rhino barding.
This is also what I would go with if I were DM. YMMV.
1 when i am crafting or infusing an magic item, would i be able to add minor properties / quicks ? are players able to for instance create sentient magic items, magic items with the song craft minor property or magic items who weighs half as much as they do normally? The quicks tables in the dmg sounds like a really nice thing, and there does not seem to be any rule stating that i can't make special magic items with these quicks in place, right? this stuff does not alter rarity after all, they just make them more cool
2 is the cost of crafting an magic item the market price of the mundane version of the item + the base cost of rarity, or does the rarity and only the rarity of the created item matter, for instance crafting an uncommon magic item costs only 200 gp, weras the market value for playe armor is 1500 gp, will crafting a set of mithral plate armor or +1 magical plate armor cost only 200 gp, or will it cost 1700 gp?
3 barding, or in other words armor made for horses and other mounts, costs four times as much as the same armor made for humanoids. Does that mean that an set of magic armor made specifically for horses would cost four times as much as much as the same armor made for humans? would an set of +1 plate war rhino armor cost 4 * 1500 + 200, 4 * (200 + 1500), 4 * 200 or 200 gold pieces?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The short answer is that the way crafting works in a campaign is 100% dependent on the DM. The most developed guidelines are from XGtE, but even then it's so vague that there really is no answer other than "up to the DM".
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
yeah, i have the DMG and XGE, i know it is vague becuase that is why i asked dude
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I hear ya. The answer's still the same, and it annoys the crap out of me and everyone I know too. :/
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
but then what would be your best guess?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The quirks, minor and major benefits/detriments & sentience are meant to be unique properties of LEGENDARY and super rare artifacts. obviously somoene crafted these at one point or another and to answer your question, sure, if you allow it but these are meant to be the magum opus of legendary craftsman, even if your PCs are skilled they're still adventurers, not full-time craftsmen.
Even if you do, they're meant to be really expensive AND time consuming, for one reason or another both DMG and XGtE is really vague but you can scour the web for all types of homebrew crafting systems. For better and worse, D&D is meant to be adventurers through epic battles and even social intrigues & even though there are rules about running a business and crafting things WotC doesn't want this to become farmville or crafting simulator.
I would be very wary about allowing to craft legendary sentient things. If they're die hard on crafting it, make it an adventure to find the materials (you can find a bunch of things online). but do they want to craft just to craft or do they want a specific item? Maybe just put them on a quest to find them? My previous campaign we played LMoP and the DM was figuring out what we would be doing with the forge at the end (he TPK'd us so he didn't have to think about it) and this campaign we just finished the second adventure in Yawning Portal (fury of the forge) so as the DM this time around, Im figuring out how I would allow magic crafting. Probably FIRST make them look for a blueprint/formula THEN go hunting for the rare components. Depending on the components provided, DMG/XGtE gives an expensive item cost and long craft time. I will definitely factor that in to 'gate' them from getting things too soon and too frequently (the plus side of hiring the forge users is that THEY don't need to be in downtime to craft, they can still adventure, but it may cost more for someone else's labor)
Most of my players DON'T look through the books so for the most part dont really know specific magic items so may or may not even know what they would want to craft (in a meta way) so it shouldn't be too hard to wing it
Magic items are unique and creating each one is a bespoke process that you decide between the player and the DM. Here's my take based on the guidelines from the DMG.
1. Sure. Have your player come to you with the formula to construct the magic item that explains how each property is added to the eventual magic item.
2. The cost is the rarity, but the rules say you decide if the magic item needs special materials. So making +1 plate will require the special material of a suit of platemail. It should probably also need other special materials to make it a really fancy suit of plate.
3. I'd figure out the rarity of magic rhino barding. I'd then go with what I said in 2, which is price of normal barding as the special material + creation cost.
The thing I'd emphasis is that the player should be coming up with how they are going to make this magic item, then you figure out cost, special materials, special locations, etc. Creating really powerful magic items (like sentience) should really result in an adventure and not just be treated as a simple time/money transaction. Like where on earth are you going to find someone who can make rhino barding.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This is also what I would go with if I were DM. YMMV.