Friday, 20 July 2018

Making Magic items in 5e part two


First part can be found here, Making Magic items part one

The potential to break the game with this is high with a group of number crunching players, it is cheap and smarter players will double down and sell the first batch off and get their own for free.
Sure you would need to have the DM say 2 months pass, then the whole table would say "wait" and go into a baking frenzy of potions and scrolls.

Be careful with your players on this and I would double the time frames and make both potions and scrolls require mystic items to crafted all together.




What kind of option can be used to keep this in check? a Feat? magic saps your strength and you spend hit dice to create the item gaining it a  week or month later? A week/month is due to it is magically weakens you and the time to recharge the Hit Dice is more.

If a feat is used it will make it prevalent to get most use out of said feat and you would feel a need to make items of the feat would be wasted? perhaps? or, could we use Hit Dice with all the other requirements?
Lets pretend that a basic healing potion and cantrips scrolls has the character spend one hit dice permanently for one week. That would slow the process down as a level five character can only make 5 items a month and the number would increase with the level of said scroll or potion. Times five is a good starting off point.

Basic healing poition, cantrip or level one scroll x 5 days to regain a Hit Dice. = 5 Days to get One Hit Dice back.

Level two Potion or scroll x5 days = 10 days to get Two Hit Dice back, etc....

In Part one of Making Magic Items in 5e the 5 level Druid made 5 potions, 2 level two scrolls and 3 level one scrolls, that would be impossible as they can only make the 5 potions and after a week could make 5 levels of scrolls. In the end this would only hamper the 5th level Druid 2 scrolls, but they are playing for a week )in game time with zero Hit Dice.

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