Mechanic: Crafting Pt 1, Weapons and Armor
Can we agree that crafting in 5th edition sucks? Actually cancel that, crafting in d&d has almost always sucked: 5th edition just went so far as to pretty much remove it from the game, to the point where tool kits are almost useless and the one class with crafting at its core just gets already established items in place of class abilities.Â
Iâm tired of having to quash my playerâs dreams of making something cool or living out their fantasy as a blacksmith/master inventor/alchemist by saying â sorry, the crafting system is dumb and/or nonexistent, youâre sorta stuck with what youâve gotâ. Oh sure, you can hand wave a lot of things and Iâve tried a number of different 3rd party solutions, but they always seem to be either lackluster or tremendously clunky.Â
Iâm someone who cares a lot about GAME-FEEL, way more than I care about things like balance, and just about every crafting system Iâve encountered (core or otherwise) feels BAD in one way or another. Too often they slow the game down to a crawl for not much benefit, either making them irrelevant to ongoing adventures by requiring months of in-game time, or being so complex that they bring any session theyâre brought up into to a grinding halt.Â
So, hereâs my absolutely bare bones crafting system so you can skip all the glut and get on with the fun:Â
Items have a quality rating that sync up with the rarities of magic items: Mundane, Common, Uncommon, Rare, Very rare, Legendary.Â
To craft an item, you (or an npc youâre working with) need proficiency in the right toolset and a proficiency bonus based on the Quality of the item youâre trying to make (+2 for common, +3 for uncommon, etc)Â
Youâll need a properly equipped workshop for the task at hand, and sufficient components for the project youâre attempting (more on this below the cut)Â
An item requires a number of âwork sessionsâ per grade of quality, each amounting to eight hours out of a day, though these days need not be contiguous. Each session requires the crafter to make a skill check using the appropriate proficiency (or use my mini-game rules for extra special crafting projects) against a DC determined by the quality of the object: 10 for mundane, 15 for common, 20 for uncommon etc.Â
If half or more of the itemâs work sessions are successful by the end of the run, the item is complete!Â
And thatâs it, a light and simple crafting system that you can manage at the table but lets your players actually make the things they want to make. I have a lot more ideas that chain off this one, but Iâll save them for below the cut. With that in mind, hereâs a few of the things Iâd like to use these systems to solve:Â
Giving your party a reason to visit craftspeople in town, and things to actually spend gold onÂ
Fixing Consumable magic items
Making weapons and armor more mechanically interesting than just stacking magical bonuses
Making toolkits actually useful and adding them to the playerâs gameplay loop
introducing scaling weapon damage in a way to keep melee characters in-line with cantrip users.Â
Using crafting materials as adventure hooks, & Loot rewards.Â
Magical item upgrades to keep old favorites relevant into the late game.Â