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Crafting: Difference between revisions

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== Rules ==
== Basics ==
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.   
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.   


Temporary bonuses like "bless" can apply to the extraction but can't apply to the crafting check for permanent items.  
Crafting is split into two parts - Extracting the resource and Creation.


The difficulty of the check/Checks is based on the creature used to extract the component from (See below)  
The specific requirements change on the nature of the item you want to create as mentioned under the specific crafting systems below. 
 
Temporary bonuses don't apply to crafting checks. (Bless, Guidance etc.)   
 
As a general rule of thumb: 
 
# 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.
# 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.
# 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 =====
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.
 
==== Crafting Potions, Poisons and Bombs. ====
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.
# Crafting: Take a long rest and pay half the amount of GP you would pay on the open market.
 
==== Crafting Permanent Items ====
 
=== Special resource: ===
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 ====
 
===== Special ressource (Uncommon brewer supplies): =====
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): =====
By consuming the special ressource and taking the required time for the item you want to create in a workshop, a hero can create


Some creatures grant multiple resources. For each the players have to succeed a check to win or loose the component.  
Some creatures grant multiple resources. For each the players have to succeed a check to win or loose the component.  
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=== Creating consumables ===
=== Creating consumables ===
Creating a consumable requires one Tool check with proficiency, gold and a long rest to craft the item.  
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.  


Consumables can be:
Consumables can be:


# Posion (Poison Kit)
# Craft Poison (Poisoners Kit, Every Poison and potion with a harmfull effects to the target or something that can be applied to weapons)
# Potions (Alchemist Kit)
# Craft Potions (Brewer Supplies, Things that have a positive effect on the user)
# Brews that are not potions neither poisons (Brewer's supplies)
# Craft Bombs (Alchemist Supplies)
 
# Craft Scrolls (Calligrapher's supplies + Must be able to cast the spell). https://roll20.net/compendium/dnd5e/Tools#content
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.
Difficulty Check: DC = 8 + Level of the creature.
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=== Creating Permanent Items ===
=== 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.
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.


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.  
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.  


Difficulty Checks: DC = 5 + Level of the creature
Difficulty Checks: DC = 5 + Level of the creature
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# Use the required Skill to harvest the component (Make the Check, Tempory bonuses may apply)
# Use the required Skill to harvest the component (Make the Check, Tempory bonuses may apply)
# Spend half the money you would need to buy it based on it's rarity plus the component required.
# 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)
# Use the right Tool + the proficiancy (Succeed the Check)
# Spend a week working on creating the item. (Temporary Bonuses don't apply)  
# Spend the time (Temporary Bonuses don't apply)


== 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 renting working facilitys of NPC's or creating your own workshop. The Workshop are divided by the different Tool proficiency's.

Revision as of 22:48, 2 January 2025

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 the resource and Creation.

The specific requirements change on the nature of the item you want to create as mentioned under the specific crafting systems below.

Temporary bonuses don't apply to crafting checks. (Bless, Guidance etc.)

As a general rule of thumb:

  1. 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.
  2. 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.
  3. 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.
  4. Temporary bonuses like "bless" can apply to the extraction but can't apply to the crafting check of permanent items.
  5. 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).
  6. 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..
  7. 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

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.

Crafting Potions, Poisons and Bombs.

Crafting Potions, Poisons or Bombs need the following:

  1. 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.
  2. Crafting: Take a long rest and pay half the amount of GP you would pay on the open market.

Crafting Permanent Items

Special resource:

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

Special ressource (Uncommon brewer supplies):

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):

By consuming the special ressource and taking the required time for the item you want to create in a workshop, a hero can create

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 to extract the ressource, half the Gold to buy it and an uninterupted long rest to craft the item right after harvesting the ressource.

Consumables can be:

  1. Craft Poison (Poisoners Kit, Every Poison and potion with a harmfull effects to the target or something that can be applied to weapons)
  2. Craft Potions (Brewer Supplies, Things that have a positive effect on the user)
  3. Craft Bombs (Alchemist Supplies)
  4. 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.

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 (At some point later in a workshop), plus gold and 1-5 Weeks of work.

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.

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 + the proficiancy (Succeed the Check)
  4. Spend the time (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.