Sunday 6 May 2018

Making Magic Items in 5e



I was having a problem with potential overkill in the game I'm running, the fear was that the party could take a break and with 14 days of down time make magic items potential over-killing the game.

Sitting in my truck before work I fired off a Facebook post on a Dungeons & Dragons 5e page and most replies where "no way that the group would have two weeks of downtime in my game" well that goes against everything that is posted on that board. If someone posts on the board that the DM said no to two weeks of downtime everyone would have told the group to find another group, rant over.

What the only useful bit of information I did get was that cost of what it would cost to make these items was beyond the current level, the level I used in the example is level four.

Now if a group pooled money the potential to make magic items can hinder the game if used as a resource to drive the characters over the power level intended to have.
In Xanathar's Guide to everything page 130 for potions and page 133 for spells shows the time and money required to manufacture said items. I will use a level five Druid in this example, why? As they can get proficiency with tools:Herbalism Kit (needed for healing potions) as well as Arcana skill (needed for scroll making) and can cast healing and other spells.
The Dungeon Masters Guide page 38 for a standard level five character should have 500 gold pieces, plus 1D10x25 g.p's, we will take the average roll of 5x25=125+500=625 g.p's.



With fourteen day's of downtime and pooling a group of 5 adventures, well lets say 4 as the fifth will support the group with living costs. 625 gold times 4 characters is 2500 g.p's to spend on making items.Now why would the party do this? To save money or get the most bang for their buck. If everyone bought a potion of healing at 50 gold each (250 gold) the Druid can make it half the price (125 gold) and 5 days. With fourteen days and 2500 gold to spend we will break this mule, the Druid will make
  • 5 potions of healing, 125 gold and 5 days of work
  • 2 scrolls at level two of lesser restoration, 250 each=500 gold and 6 days of work.
  • 1 scroll at level one of cure wounds, 25 gold and 1day of work.
  • 1 scroll at level one of faerie fire, 25 gold and 1day of work.
  • 1 scroll at level one of Jump, 25 gold and 1day of work.
Now that is a total cost of 700 gold, the Druid started with 625 gold, he sold each potion to each party member for 40 gold (it cost 25 to make) and they sell for 50 gold each so they are getting a deal.
Now with 90 gold in her pocket they can life a modest life for 90 days according to the players handbook page 157-158.
 The character is sitting on 5 scrolls & a potion plus the other four members of the party have a healing potion as well. That is in essence 6 spell slots per-determined by that character that can be used when needed or sold at double the value and another fourteen days later made all over again and is sitting at the same value of they had plus has all the same potion and scrolls.
That is where I think it can harm the game?

How this can go over the top is if the cleric and wizard said what the hell I will do the same, not for selling and wealth but to have back ups for adventuring.
Let's do the math, if they did with out the potions, the party would be sitting at,
  • six level 2 scrolls 
  • nine level 1 scrolls    
That is a lot of magic between three characters, 15 spell slots, that does not include the 5 days the cleric and wizard had when the druid made potions so you could have more?

Making Magic items in 5e part 2


  

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