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== Basics ==
== Basics ==
To craft an item it always needs 1-2 Checks, a component (Usually from a Monster), time, money and a tool proficiency. Depending on the lvl of the creature the difficulty changes but one tool proficiency is always required.   
Crafting is split into two parts - '''Extracting''' and '''Crafting'''.   


Crafting is split into two parts - Extracting the resource and Creation.   
To craft an item it always needs 1-2 Checks, a recourse ('''extracted''' from a Monster or Plant), time, money and a tool proficiency. Depending on the lvl of the creature the difficulty changes but one tool proficiency is always required.   


The specific requirements change on the nature of the item you want to create as mentioned under the specific crafting systems below.
Items (Consumables and permanents) need one resources to craft + Money + Time + Tool Proficiency.  


Temporary bonuses don't apply to crafting checks. (Bless, Guidance etc.)   
Pricing: Common 50 GP, Uncommon 500 GP, Rare 5.000 GP, Very Rare 50.000 GP and Legendary 500.000 GP. Consumables cost 1/2 that much when bought, designated Resources cost 1/4.


As a general rule of thumb: 
Some items have more specific Extraction and/or Crafting requirement. 


# For Extraction for a specific consumable requires one specific tool check you are proficient with to extract the resource. The Creation needs an uninterrupted long rest + half the money needed to buy it.
== Extraction ==
# A permanent item requires a skill check for the extraction (Skill Check, possible without proficiency) and one Tool check with a specific tool you are proficient with in a workshop with enough time and half the money it would need to buy the item.
Extracting creates a Recourse. Resources do not expire.
# Pricing: Common 50 GP, Uncommon 500 GP, Rare 5.000 GP, Very Rare 50.000 GP and Legendary 500.000 GP. Consumables cost half that much when bought.
# Temporary bonuses like "bless" can apply to the extraction but can't apply to the crafting check of permanent items.
# The difficulty of the Check/Checks is based on the creature used to extract the component from (As shown in the crafting tables under the specific crafting system).
# The amount of resources that can be extracted from creatures varies depending on their size. A medium or smaller creature allows the abstraction of 1 resource. A large creature allows the extraction of 2 resources. A Huge creature allows the extraction of 3 resources. A Gargantuan creature allows the abstraction of 4 resources and so on..
# No matter how big the creature, every extraction check can be made just once per creature. (Example: The heroes kill a large, young red dragon. One hero attempt's to create a potion of fire resistance (Brewer Supplies), another hero attempt's to create a potion fire breath (Brewer Supplies). just one of them can extract the needed resource so the heroes have to decide before they make the check for extraction, for it uses the same recourse - Both use Brewer's Supplies. If one tries to extract a potion of fire resistance (Brewer Supplies) and another hero tries to extract a "young red dragon bomb" (Alchemist supplies), both heroes can try to extract the resources they need).


===== Extraction =====
The extraction always takes 1 hour. This hour must be mostly uninterrupted.
Creatures with the "Etherealness'''''"''''' can't be used for extraction at all.


Fiends can't be extracted outside of their own plane for the bodies burn away.  
Failing the extraction check destroys the recourse you want.  


==== Crafting Potions, Poisons and Bombs. ====
The moment you extract a recource you must decide what the recource is for (Pick the designated Item). XXX
Crafting Potions, Poisons or Bombs need the following:


# Extraction: Succeed a check with the right tool you are proficient with or loos the resource. Determine the purpose (item) for the resource right there and then. On a successful save you extract a resource (Write it down in your inventory), otherwise the resource is lost. If you fail a poisoners kit or alchemist check you suffer the full effect of the poison/bomb you were trying to create.
No temporary bonuses can apply (Example: Inspiration)  
# Crafting: Take a long rest and pay half the amount of GP you would pay on the open market.


==== Crafting Permanent Items ====
You can't extract resources from Monsters below CR/Lvl 3, humanoids and PC's.


=== Special resource: ===
You can just extract Recources from a creature of medium size or taller. For every 5 ft. in wifth you can extract an additional component (Example: 2 for Large, 3 for Giant, 4 for Monstrous and so on).  
Aside from specific resources there are universal resources that can be found or bought, usually to double the price of an item that can be created by it. These come in all 5 rarity's for each tool proficiency. Any person with the right tool proficiency can create any item related to the tool without spending money or making an extraction check. The time is still needed though, as is the crafting check for permanent items and the necessity of a workshop. Special resources do not expire, even if they are specific to a tool creating consumables.  


==== Example ====
A medium or taller celestial, fiend, fey, undead and elemental can just be used for extraction once since the extraction always is made with either Arcana or Religion since every check of extraction can just be made once per creature.


===== Special ressource (Uncommon brewer supplies): =====
=== Steps for Extraction ===
By consuming the special ressource and taking one long rest, a hero with a brewer supplie proficiancy can start to brew any potion of the uncommon rarity. If the Long rest ist uninterrupted the hero automatically succeeds.


===== Special ressource (Rare smithing tool's supplies): =====
==== Step 1. Identify the Potential (optional): ====
By consuming the special ressource and taking the required time for the item you want to create in a workshop, a hero can create
If you don't know what parts can be used make Tool Check with a Tool <u>you are proficient</u> with (DC 8+CR). If you succeed you learn what kind of resources can be extracted/what can be made out of them. You learn the DC. In some cases the players already know what kind of resources/Items can be created from a creature or know general rules for crafting certain items.


Some creatures grant multiple resources. For each the players have to succeed a check to win or loose the component.  
==== Step 2. Extraction: ====
Choose the item you want to create (Permanent or consumable). Succeed the necessary skill- or tool check.


The basic goal is to motivate players to scour the lands for resources to create their items while at the same time giving the dungeon master a way to limit the availability.  
The DC is always 8 + CR of the creature used for extraction.  


=== Creating consumables ===
===== Extraction Methods for Permanents (weapons, armors and charged items with more then 1 use): =====
Creating a consumable requires one Tool check with proficiency to extract the ressource, half the Gold to buy it and an uninterupted long rest to craft the item right after harvesting the ressource.
{| class="wikitable sortable"
|+
!Attribute
!Proficiency Requirements
!Flavour
|-
|Strength
|Athletics
|Scales, Horns, Bones, Teeth
|-
|Dexteraty
|Sleight of Hands
|Skin, Fur, Eyes
|-
|Intelligence
|Arcana
|Essence (Elemental, Fey, Undead)
|-
|Intelligence
|Nature
|Bark, Seeds, Spores
|-
|Wisdom
|Religion
|Soul (Celestial, Fiend)
|-
|Wisdom
|Medicine
|Heartstrings, Muscle, Intestants
|}


Consumables can be:
===== Extraction Methods for Consumable Items (Arrows, Potions, Poisons and Bombs) =====
{| class="wikitable sortable"
|+
!Attribute
!Proficiency Requirements
!Flavour
|-
|Intelligence
|Arcana
|Essence (Elemental, Fey, Undead)
|-
|Wisdom
|Religion
|Soul (Celestial, Fiend)
|-
|Intelligence
|Alchemist’s supplies
|Explosive Components
|-
|Wisdom
|Brewer’s supplies
|Dusts, Liquids
|-
|Constitution
|Cook’s utensils
|Meat, Plants
|-
|Dexterity
|Weaver’s tools
|Fur, Pelt
|-
|Dexterity
|Woodcarver’s tools
|Bones, Scales, Horns, Teeth
|-
|Dexterity
|Painter’s supplies
|Ink
|-
|Wisdom
|'''Herbalism Kit'''
|Poles, Honey,
|}   


# Craft Poison (Poisoners Kit, Every Poison and potion with a harmfull effects to the target or something that can be applied to weapons)
==== Examples: ====
# Craft Potions (Brewer Supplies, Things that have a positive effect on the user)
The heroes kill a large, young red dragon.
# Craft Bombs (Alchemist Supplies)
# Craft Scrolls (Calligrapher's supplies + Must be able to cast the spell). https://roll20.net/compendium/dnd5e/Tools#content


Difficulty Check: DC = 8 + Level of the creature.
# One hero attempt's to create a recourse for a potion of fire resistance (Brewer Supplies), another hero attempt's to create a recourse for a potion of fire breath (Brewer Supplies). just one of them can extract the needed resource so the heroes have to decide before they make the check for extraction, for it uses the same recourse - Both use Brewer's Supplies.
# One hero tries to make 2 checks to create the recourse for a potion of fire resistance (Brewer Supplies) and the recourse for a "young red dragon bomb" (Alchemist supplies). The hero can just make once check for extraction.
# One hero attempt's to create a recourse for a potion of fire resistance (Brewer Supplies), another hero attempt's to create a red dragon scale mail (Athletics). On a success the recourse for a potion of fire resistance can be extracted but the attempt for a recourse for the red dragon scale mail aromatically fails and the recourse is lost, since a red dragon scale mail required the an adult red dragon as source.
# A hero tries to create the recourse for a potion of fire resistance during a shortened short rest before continuing on the journey (1. Minute). The hero can't do so since the short rest does not take 1 hour.
# Three Heroes try to attempt to extract 3 different resources with different checks able to be extracted from a young red dragon. One of them can't do so, since the young red dragon is just large, allowing just 2 extractions of different kinds.
# Two hoes try to extract two different resources from a dead fiend. Just one of them can do so since both checks would need to be a religion check and just one kind of extraction check can be made per creature.
# One Hero tries to extract a potion of fire resistance (Brewer Supplies) and another hero tries to extract a "young red dragon bomb" (Alchemist supplies), Both heroes can try to extract the resources they need because the creature is large, so it allows 2 extractions, the extraction checks are different and every hero attempts just one check.  


The Basic rule to create consumable items is:
== Crafting ==
Crafting items always requires a fitting recourse.


# Be proficient with the required Tool to extract the component (Succeed the Check, Temporary bonuses may apply)
A Character can just work on one project at a time.  
# spend half the money you would need to buy it based on it's rarity
# Spend a long rest.


=== Creating Permanent Items ===
==== Crafting methods for permanent items (Armor, Weapon, Items with several charges) ====
Creating a permanent item requires two checks: One Skill check to extract the resource and one Tool check with proficiency (At some point later in a workshop), plus gold and 1-5 Weeks of work.
Crafting a permanent item always requires a workshop, the right tools and the right tool proficiency.  


Permanent Items can be armor, weapons or trinkets of any kind that have permanent effects like magical weapons, magical armour, talismans or anything that recovers it's strength at some point.  
Crafting a permanent item always requires time (Common = 1 week, Uncommon = 2 Weeks, Rare = 3 Weeks, Very Rare = 4 Weeks, Legendary = 5 weeks).


Difficulty Checks: DC = 5 + Level of the creature
The attempt of crafting a permanent item always consumes half the money you would need to buy it (No matter if it succeeds or not).
{| class="wikitable sortable"
|+
!Extraction Checks
!Attribute
!Proficiency Requirements
!Items created
!
!
|-
|Athletics
|Strengh
|Carpenter’s tools
|Ships, Doors, Furniture etc.
|
|
|-
|Nature
|Intelligence
|Cartographer’s tools
|Maps, Seals
|
|
|-
|Slight of Hand
|Dexterity
|Cobbler’s tools
|Shoes, Hats, Gloves
|
|
|-
|Medicine
|Wisdom
|Glassblower’s tools
|Orbs, Mirrors, Viles
|
|
|-
|Nature
|Intelligence
|Jeweler’s tools
|Crown, Ring, Neckless
|
|
|-
|Slight of Hand
|Dexterity
|Leatherworker’s tools
|Armor, bags, saddles
|
|
|-
|Atletics
|Strengh
|Mason’s tools
|Statue, Rune
|
|
|-
|Medicine
|Wisdom
|Painter’s supplies
|Tattoos
|
|
|-
|Nature
|Wisdom
|Potter’s tools
|Containers
|
|
|-
|Athletics
|Strengh
|Smith’s tools
|Weapon, Armor
|
|
|-
|Nature
|Intelligence
|Tinker’s tools
|Charged items (1+ use), Rifle
|
|
|-
|Slight of Hand
|Dexterity
|Weaver’s tools
|Armor, Sails, Ropes
|
|
|-
|Slight of Hand
|Dexterity
|Woodcarver’s tools
|Bow, Crossbow
|
|
|}


The basic rules to create a permanent item is:
=== Crafting methods for consumables (Arrows, Potions, Poisons and Bombs) ===
Crafting a consumable always require a tool check you are proficient with.


# Use the required Skill to harvest the component (Make the Check, Tempory bonuses may apply)
Crafting consumables always requires an uninterrupted long rest.
# Spend half the money you would need to buy it based on it's rarity plus the component required.
 
# Use the right Tool + the proficiancy (Succeed the Check)
The attempt of crafting a consumable always consumes half the money you would need to buy it (No matter if it succeeds or not).
# Spend the time (Temporary Bonuses don't apply)
{| class="wikitable sortable"
!Attribute
!Proficiency Requirements
!Items created
!
!
|-
|Intelligence
|Alchemist’s supplies
|Armor, bags, saddles
|
|
|-
|Wisdom
|Brewer’s supplies
|Charged items (1+ use), Rifle
|
|
|-
|Constitution
|Cook’s utensils
|Food
|
|
|-
|Intelligence
|Tinker’s tools
|Mechanisms
|
|
|-
|Dexterity
|Woodcarver’s tools
|Arrows
|
|
|-
|Dexterity
|Poisoners Kit
|Poisons, Weapon Elixir
|
|
|}


== Basic Idea ==
== Basic Idea ==
Every equipment needs gold plus other resources usually gained through out the campaign. The Workshop requirement can be fulfilled by renting working facilitys of NPC's or creating your own workshop. The Workshop are divided by the different Tool proficiency's.
Every equipment needs gold plus other resources usually gained through out the campaign. The Workshop requirement can be fulfilled by finding working facilitys of NPC's or creating your own workshop. The Workshop are divided into different Tool proficiency's.

Latest revision as of 01:49, 26 January 2025

Crafting is split into two parts - Extracting and Crafting.

To craft an item it always needs 1-2 Checks, a recourse (extracted from a Monster or Plant), time, money and a tool proficiency. Depending on the lvl of the creature the difficulty changes but one tool proficiency is always required.

Items (Consumables and permanents) need one resources to craft + Money + Time + Tool Proficiency.

Pricing: Common 50 GP, Uncommon 500 GP, Rare 5.000 GP, Very Rare 50.000 GP and Legendary 500.000 GP. Consumables cost 1/2 that much when bought, designated Resources cost 1/4.

Some items have more specific Extraction and/or Crafting requirement.

Extracting creates a Recourse. Resources do not expire.

The extraction always takes 1 hour. This hour must be mostly uninterrupted.

Failing the extraction check destroys the recourse you want.

The moment you extract a recource you must decide what the recource is for (Pick the designated Item). XXX

No temporary bonuses can apply (Example: Inspiration)

You can't extract resources from Monsters below CR/Lvl 3, humanoids and PC's.

You can just extract Recources from a creature of medium size or taller. For every 5 ft. in wifth you can extract an additional component (Example: 2 for Large, 3 for Giant, 4 for Monstrous and so on).

A medium or taller celestial, fiend, fey, undead and elemental can just be used for extraction once since the extraction always is made with either Arcana or Religion since every check of extraction can just be made once per creature.

Steps for Extraction

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Step 1. Identify the Potential (optional):

edit edit source

If you don't know what parts can be used make Tool Check with a Tool you are proficient with (DC 8+CR). If you succeed you learn what kind of resources can be extracted/what can be made out of them. You learn the DC. In some cases the players already know what kind of resources/Items can be created from a creature or know general rules for crafting certain items.

Step 2. Extraction:

edit edit source

Choose the item you want to create (Permanent or consumable). Succeed the necessary skill- or tool check.

The DC is always 8 + CR of the creature used for extraction.

Extraction Methods for Permanents (weapons, armors and charged items with more then 1 use):
edit edit source
Attribute Proficiency Requirements Flavour
Strength Athletics Scales, Horns, Bones, Teeth
Dexteraty Sleight of Hands Skin, Fur, Eyes
Intelligence Arcana Essence (Elemental, Fey, Undead)
Intelligence Nature Bark, Seeds, Spores
Wisdom Religion Soul (Celestial, Fiend)
Wisdom Medicine Heartstrings, Muscle, Intestants
Extraction Methods for Consumable Items (Arrows, Potions, Poisons and Bombs)
edit edit source
Attribute Proficiency Requirements Flavour
Intelligence Arcana Essence (Elemental, Fey, Undead)
Wisdom Religion Soul (Celestial, Fiend)
Intelligence Alchemist’s supplies Explosive Components
Wisdom Brewer’s supplies Dusts, Liquids
Constitution Cook’s utensils Meat, Plants
Dexterity Weaver’s tools Fur, Pelt
Dexterity Woodcarver’s tools Bones, Scales, Horns, Teeth
Dexterity Painter’s supplies Ink
Wisdom Herbalism Kit Poles, Honey,

The heroes kill a large, young red dragon.

  1. One hero attempt's to create a recourse for a potion of fire resistance (Brewer Supplies), another hero attempt's to create a recourse for a potion of fire breath (Brewer Supplies). just one of them can extract the needed resource so the heroes have to decide before they make the check for extraction, for it uses the same recourse - Both use Brewer's Supplies.
  2. One hero tries to make 2 checks to create the recourse for a potion of fire resistance (Brewer Supplies) and the recourse for a "young red dragon bomb" (Alchemist supplies). The hero can just make once check for extraction.
  3. One hero attempt's to create a recourse for a potion of fire resistance (Brewer Supplies), another hero attempt's to create a red dragon scale mail (Athletics). On a success the recourse for a potion of fire resistance can be extracted but the attempt for a recourse for the red dragon scale mail aromatically fails and the recourse is lost, since a red dragon scale mail required the an adult red dragon as source.
  4. A hero tries to create the recourse for a potion of fire resistance during a shortened short rest before continuing on the journey (1. Minute). The hero can't do so since the short rest does not take 1 hour.
  5. Three Heroes try to attempt to extract 3 different resources with different checks able to be extracted from a young red dragon. One of them can't do so, since the young red dragon is just large, allowing just 2 extractions of different kinds.
  6. Two hoes try to extract two different resources from a dead fiend. Just one of them can do so since both checks would need to be a religion check and just one kind of extraction check can be made per creature.
  7. One Hero tries to extract a potion of fire resistance (Brewer Supplies) and another hero tries to extract a "young red dragon bomb" (Alchemist supplies), Both heroes can try to extract the resources they need because the creature is large, so it allows 2 extractions, the extraction checks are different and every hero attempts just one check.

Crafting items always requires a fitting recourse.

A Character can just work on one project at a time.

Crafting methods for permanent items (Armor, Weapon, Items with several charges)

edit edit source

Crafting a permanent item always requires a workshop, the right tools and the right tool proficiency.

Crafting a permanent item always requires time (Common = 1 week, Uncommon = 2 Weeks, Rare = 3 Weeks, Very Rare = 4 Weeks, Legendary = 5 weeks).

The attempt of crafting a permanent item always consumes half the money you would need to buy it (No matter if it succeeds or not).

Extraction Checks Attribute Proficiency Requirements Items created
Athletics Strengh Carpenter’s tools Ships, Doors, Furniture etc.
Nature Intelligence Cartographer’s tools Maps, Seals
Slight of Hand Dexterity Cobbler’s tools Shoes, Hats, Gloves
Medicine Wisdom Glassblower’s tools Orbs, Mirrors, Viles
Nature Intelligence Jeweler’s tools Crown, Ring, Neckless
Slight of Hand Dexterity Leatherworker’s tools Armor, bags, saddles
Atletics Strengh Mason’s tools Statue, Rune
Medicine Wisdom Painter’s supplies Tattoos
Nature Wisdom Potter’s tools Containers
Athletics Strengh Smith’s tools Weapon, Armor
Nature Intelligence Tinker’s tools Charged items (1+ use), Rifle
Slight of Hand Dexterity Weaver’s tools Armor, Sails, Ropes
Slight of Hand Dexterity Woodcarver’s tools Bow, Crossbow

Crafting methods for consumables (Arrows, Potions, Poisons and Bombs)

edit edit source

Crafting a consumable always require a tool check you are proficient with.

Crafting consumables always requires an uninterrupted long rest.

The attempt of crafting a consumable always consumes half the money you would need to buy it (No matter if it succeeds or not).

Attribute Proficiency Requirements Items created
Intelligence Alchemist’s supplies Armor, bags, saddles
Wisdom Brewer’s supplies Charged items (1+ use), Rifle
Constitution Cook’s utensils Food
Intelligence Tinker’s tools Mechanisms
Dexterity Woodcarver’s tools Arrows
Dexterity Poisoners Kit Poisons, Weapon Elixir

Every equipment needs gold plus other resources usually gained through out the campaign. The Workshop requirement can be fulfilled by finding working facilitys of NPC's or creating your own workshop. The Workshop are divided into different Tool proficiency's.