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Crafting: Difference between revisions

From Fantasia Encyclopedia
Vorlov (talk | contribs)
Created page with "== Rules == To craft an item it needs resources, an adequate workshop and money. Depending on how rare an item is the prerequisites change. The basic goal is to motivate players to scour the lads for resources to create their items while at the same time giving the dungeon master a way to limit the availability. === Basic Idea === Every equipment needs gold plus other resources usually gained through out the campaign. The Workshop requirement can be fulfilled by rentin..."
 
Vorlov (talk | contribs)
Line 1: Line 1:
== Rules ==
== Rules ==
To craft an item it needs resources, an adequate workshop and money. Depending on how rare an item is the prerequisites change. The basic goal is to motivate players to scour the lads for resources to create their items while at the same time giving the dungeon master a way to limit the availability.  
To craft an item it needs a component, money and a tool proficiency. Depending on the lvl of the creature the prerequisites change but one tool proficiency is always required.


=== Basic Idea ===
Temporary bonuses like "bless" can apply to the extraction but can't apply to the crafting check for permanent items.  
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.  
 
{| class="wikitable"
The difficulty of the check/Checks is based on the creature used to extract the component from (See below)
|+
 
!Rarity
Some creatures grant multiple resources. For each the players have to succeed a check to win or loose the component.  
!Primary Resource
 
!Secondary Resource
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.  
!Tertiary Resource
 
!Price (Self-crafted /2)
=== Creating consumables ===
!Workshop needed
Creating a consumable requires one Tool check with proficiency, gold and a long rest to craft the item.
|-
 
|Common
Consumables can be:
|Gold
 
|x
# Posion (Poison Kit)
|x
# Potions (Alchemist Kit)
|50
# Brews that are not potions neither poisons (Brewer's supplies)
|x
 
|-
Scrolls (Calligrapher's supplies + Must be able to cast the spell). https://roll20.net/compendium/dnd5e/Tools#content
|Uncommon
 
|One Primary Resource that needs work ti find (Lvl 3-6)
Difficulty Check: DC = 8 + Level of the creature.
|x
 
|x
The Basic rule to create consumable items is:
|500
 
|yes
# Be proficient with the required Tool to extract the component (Succeed the Check, Temporary bonuses may apply)
|-
# spend half the money you would need to buy it based on it's rarity
|Rare
# Spend a long rest.
|One Unique Resource within the campaign (Lvl 7-10)
 
|
=== Creating Permanent Items ===
|
Creating a permanent item requires two checks: One Skill check to extract the resource and one Tool check with proficiency, plus gold and one week of crafting time.
|5000
 
|yes
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 strengh at some point.
|-
 
|Very Rare
Difficulty Checks: DC = 5 + Level of the creature
|One Unique Resource within the campaign (Lvl 11-17)
 
|
The basic rules to create a permanent item is:
|
 
|50000
# Use the required Skill to harvest the component (Make the Check, Tempory bonuses may apply)
|yes
# Spend half the money you would need to buy it based on it's rarity plus the component required.
|-
# Use the right Tool (Succeed the Check)
|Legendary
# Spend a week working on creating the item. (Temporary Bonuses don't apply)  
|Two Unique Resource within the campaign (Lvl 18-30)
 
|
== 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.
|500000
|yes
|-
|Unique
|One to three Unique Resource within the campaign
|Varies
|Varies
|Varies
|yes
|}

Revision as of 17:13, 22 December 2024

Rules

To craft an item it needs a component, money and a tool proficiency. Depending on the lvl of the creature the prerequisites change but one tool proficiency is always required.

Temporary bonuses like "bless" can apply to the extraction but can't apply to the crafting check for permanent items.

The difficulty of the check/Checks is based on the creature used to extract the component from (See below)

Some creatures grant multiple resources. For each the players have to succeed a check to win or loose the component.

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.

Creating consumables

Creating a consumable requires one Tool check with proficiency, gold and a long rest to craft the item.

Consumables can be:

  1. Posion (Poison Kit)
  2. Potions (Alchemist Kit)
  3. Brews that are not potions neither poisons (Brewer's supplies)

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.

The Basic rule to create consumable items is:

  1. Be proficient with the required Tool to extract the component (Succeed the Check, Temporary bonuses may apply)
  2. spend half the money you would need to buy it based on it's rarity
  3. Spend a long rest.

Creating Permanent Items

Creating a permanent item requires two checks: One Skill check to extract the resource and one Tool check with proficiency, plus gold and one week of crafting time.

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 strengh at some point.

Difficulty Checks: DC = 5 + Level of the creature

The basic rules to create a permanent item is:

  1. Use the required Skill to harvest the component (Make the Check, Tempory bonuses may apply)
  2. Spend half the money you would need to buy it based on it's rarity plus the component required.
  3. Use the right Tool (Succeed the Check)
  4. Spend a week working on creating the item. (Temporary Bonuses don't apply)

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.