#Hi I'm just looking for opinions on a homebrew crafting system

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wanton ibex
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You roll Tinkers tools + prof
To craft non-magical items - you must have the materials equivalent to the price on hand and during a long rest you can roll to see how much you get done 1d100 + 1d10 the total being the percentage ex: 43 on the die is 43% on a short rest the outcome is halved

To craft magic items and potions you must have the materials worth of the cost of the item on hand and you must beat a DC to even get progress on it use the list below for materials and DC

For magic items:
Common/Easy = 10, 25-50 GP

Uncommon/Moderate = 15, 50-250 GP

Rare/Hard = 20, 250-2500 GP

Very Rare/Very Hard = 25, 2500-25000 GP

Legendary/Nearly Impossible = 30, 25000+ GP

For Potions:

Common/Easy = 10, 25 GP

Uncommon/Moderate = 15, 100 GP

Rare/Hard = 20, 1000 GP

Very Rare/Very Hard = 25, 10,000 GP

Legendary/Nearly Impossible = 30, 25,000 GP

When crafting a magic item you must meet the dc or you fail. roll a d20 and on a 1 you lose half the materials for each time you fail a dc check on creating the same magic item the failure rate is increased by 3 if you hit the failure rate your progress is lost and you must re-make the item resetting your failure rate as well. the number maxes out at the number below the DC threshold ex: on a Common item your failure dc can increase to 9 or lower but not any higher do to the success DC being 10. You may reroll if you fail on the same long rest up to 3 times but you may only succeed once per rest and on a short rest you only get one try so if you fail you must wait until your next rest.

On a Natural 20 you can add the d10 instead of subtract during the percentile roll. During a long rest you roll a 1d100 - 1d10 and the total is halved and for a short rest the total is quartered

eternal solstice
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Cyanide, an idea to consider with this is to add a small extermination quest to gather the magical materials needed. By doing this you add to the player's attachment to the item.