OUR LATEST VERSION OF CRAFTING CAN BE FOUND HERE:
https://www.patreon.com/posts/ruleset-crafting-112619168
Howdy folks,
We’ve recently been using the latest version of our crafting system in the Io campaigns, which has been working well. I know folks have been asking for it, so here it is! This version of our crafting system will also be featured in our next project - Fiendish Forge.
Crafting
The art of crafting is the creation of items for yourself and others. This can range from consumables, such as potions and food, to crafted gear - magical arms and armor, wondrous items, and such. This crafting system was also made in the hopes that players can get as much enjoyment from the process without wasting too much time. There are some variations I will include, and I’m sure Fiendish Forge will have even more variations - for players that want something simple to something more complex.
Crafting Process
Crafting can be handled during Long Rests, where you can create 1 non-consumable item or 2 consumable items.
To create the item, you must have gold equal to the item's market value. In replacement of gold, you can also use any combination of approved materials with a combined market value equal to the market value of the item you wish to create.
Io Publishing items will include a “Potential Materials” section (formerly Potential Ingredients) - that lists the type of materials allowed in the crafting project.
You must also have proficiency in a tool that can work with the item. Tools allowed for the project are determined by the potential materials that can be used within the crafting project (See Acceptable Crafting Tools to Materials Table).
If all requirements are met, you successfully craft the item, expending the gold and material.
If you go over in material value - you create scraps of a material equal to the remaining value of the material that went over.
Crafting Example
Let's say you want to create a Longsword +1, an uncommon weapon with Potential Material of metal. Its market value is 415 gp.
In your inventory is 200 gp, a Copper Ingot (common metal) worth 100 gp, and an Iron Ingot (common metal) worth 300 gp.
For this project: you will need 415 gp worth of gold/material and proficiency with either Smith’s Tools or Tinker’s Tools. Fortunately, you have Smith’s Tools and you are proficient in it.
To create the Longsword, you begin by taking a Long Rest. You gather your materials - in this case - 200 gp, the Copper Ingot, and the Iron Ingot - with a total material value of 600 gp.
During your Long Rest, you successfully craft a Longsword +1. You expend the 200 gp, the Copper Ingot, and the Iron Ingot. Because there was a remainder of material value (with the Iron Ingot going over) - you get Iron Ingot Scrap (Common Metal) valued at 185 gp - the remainder of the project. You are now free to use the Iron Ingot Scrap for another project that has a Potential Material of Metal.
You could have also gotten Copper Ingot scrap in this example - it is ultimately up to the crafter.
Crafting Project Bonuses and Modifiers
There are multiple ways to modify a crafting project so that it be cheaper to create, as listed below:
Matching Rarity Materials: If the rarity of the material you use in a project is the same rarity or higher as the item you wish to create, that material’s value is considered double when creating the item.
Example: If you were to create a Longsword +1 (Uncommon Sword - 415 gp) from metal, and you are using Copper (Common Metal - 100 gp), and Electrium (Uncommon Metal - 200 gp), for this project - the Copper is worth 100 gp, but the Electrium - originally worth 200gp - is worth 400 gp for this project because the material rarity is the same as the project’s rarity. You would complete the project with 85 gp of scrap of Copper, or 44 gp and 5 sp worth of Electrium Scrap.
Tool Expertise: If you have Expertise in a tool that can be used in a project, the required gold/material needed to expend for the project is lowered by 10%.
The Longsword +1 - valued at 415 gp - if being crafted by someone with expertise in Smithing Tools, would only need 373 gp and 5 sp worth of materials to craft the project.
Crafting Variant Rules
We will introduce more rules in Fiendish Forge, but for now, here are some optional rules your table may prefer to add more variation to the system.
Alternate Potential Materials: If a crafter has a good argument for using an alternative material instead of what is listed in the item - let them! For example - someone who works with Bone may make a Longsword +1 out of Bone instead of Metal.
Expanded Materials: Our crafting system defaults materials to some of the more common gathered - Alchemical, Bone, Cloth, Foodstuff, Gemstones, Leather, Metal. However, you may wish to add other materials that work in your world - such as Wood. Feel free to add as many materials as you wish - just remember the more materials, the more complex the gathering of said materials can be.
Contract Materials: On the other hand, you may wish to simplify materials so there isn’t as much to gather. Combining Cloth and Leather, or Alchemical and Foodstuff, for example.
Craft on Short Rest: If you want to simplify further when items can be made, you may grant the ability for adventurers to craft during short rests. This is also a great way to make consumables in a dungeon, for example quickly.
Remove Crafting Limit: By default, you can only create 1 non consumable or 2 consumables during a Long Rest. You may wish to remove this so more projects can be created as needed - especially if there will be plenty of opportunities to gather new items.
What are some other variant rules you’d like to see? Do you enjoy crafting with DCs, or do you prefer guaranteed crafting? List some suggestions you’d like to see and your thoughts in the comments below!
Brett