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| Andrelvis |
Posted: Sat Feb 21, 2009 11:36 pm Post subject: Crafting with the actual materials |
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Joined: 17 Dec 2008 Posts: 21
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| I would like to make a request. The Player's Handbook only indicates the gp cost of making a particular item with a crafting skill, but it doesn't indicate how much is needed of each material component (for example, how much wood and how much string would be needed for a bow). I would like to incorporate a crafting system that wasn't so simplified in my games, where getting the materials matters. The DMG and the Arms and Equipment Guide also have 0 info on what I want. Could someone point me to somewhere or some product I could find that? |
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| kunger00 |
Posted: Thu Feb 26, 2009 7:17 pm Post subject: |
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Joined: 17 Jan 2008 Posts: 149 Location: central Texas
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Good luck in finding that information in a game system.
See, the problem with what you are asking for is that it is to broad (hence why it had to be simplified down for D&D).
Think about it, you can craft ANYTHING... so you would have to have a huge volume of word count devoted to every single item... Just think about how much would go into listing the required materials for just the weapons and armor listed in the PHB? Now add in all the other equipment and the items that AREN'T listed as equipment that the players might want to craft.
It just isn't feasible.
Your goal is admirable, and attainable, on a case by case basis as adjudicated by the DM.
The player wants to craft a long sword? Figure out the weight of the sword and declare they have to buy that much metal, then add in things like a few feet of leather straps to wrap the hilt, etc. Have access to a forge, an oil bath quench, etc.
They want to make a longbow? Tell them they need a straight piece of ash or yew (or what ever) approximately as long as they are tall, preferably taken from the radius of the tree. They also need to make or buy catgut of approximately the same length and also aquire two pieces of horn or metal to cap the ends.
But a reference book that is going to list what it takes to make every single weapon, armor, alchemical item, etc is doubtful to exist.
But I could be wrong. |
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| Neal |
Posted: Thu Feb 26, 2009 9:01 pm Post subject: |
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Joined: 19 Dec 2008 Posts: 105 Location: Baton Rouge
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It sounds to me like you want verisimilitude in your crafting system, which I'm not qualified to provide for you.
An alternative tactic to this would be to dick around with what it means to craft in your homebrew. It's a fantasy game, so why not amp up the magic of the setting by doing it through flavor and fluff that doesn't affect the mechanics. For example:
"Want to make a longsword? Well, any smith could tell you you need a length of steel sharpened to an edge on a harridan's tongue. The beating of the metal can get tough, though it's easier if you use a beggar's dreams of wealth to apply the force slow and steady. Cool the steel by plunging it in the cold water of a lake by moonlight on midsummer and you'll be all set." |
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| hedgeknight |
Posted: Fri Feb 27, 2009 10:11 am Post subject: |
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Joined: 12 Jan 2008 Posts: 122 Location: NC
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I Googled "bowyer" and "bowmaking" and other stuff the other day when I first saw this thread, trying to find something RPG related on the subject. I couldn't find anything (and if I remember to, I will look through all of my files at home this weekend) but really, in a homebrew campaign, you can pretty much create this on the fly.
For example, I just created a character for an online Greyhawk game who is a beekeeper. She is moving to the city to begin a business (as are all of the characters) and her interest is beekeeping. Now, coincidentally, I am taking a beekeeping course at our local college. And loving it! So...I am forwarding all of my materials list and costs to my DM and she is going to tailor those to game terms for my character. It's pretty freakin' cool.
And you can do this for anything. Get a basic materials list for what you want to craft, tailor it to game terms, and let 'er rip! |
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| Kale the Quick |
Posted: Sat Apr 18, 2009 1:46 pm Post subject: |
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Joined: 11 Apr 2009 Posts: 7
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Nothing from the PHB requires especialy exotic materials. Most everything used from "The day" was pretty straightforward. Forming the products into their shape is what takes all the time. Even the most advanced suit of plate, complete with an ingenius joint locking system that prevents damage in a grapple, is just Iron or steel. And the most advanced thing you need to make steel is carbon.
I seriously just cant think of anything in DND that is not pretty straightforward about what it is made from... Everything that requires non standard things (magical items) usualy says or hints at what is required. EG: Phase Spider Silk, The blood of the innocent.
Lets break down everything that is used to make common stuff...
Wood - Get it from trees
Metal - Ore comes from mines (kobolds)
Stone - Comes from quarries
Strings - either plant fibers (hemp eh?), animal tendons (Bows), or silks from worms.
Glue and Mortar - animal product or quarries respectively.
Horn - Animal product, molded and laminated like plastics.
Bone - Animal Product, cheap and structualy useless.
Everything in DND is made from a raw material like those above into the stuff. There were no assembly lines, no hardware stores selling iron wire. You would get the ore and start smelting it for your chain yourself.
Otherwise just use DM magic (making it up as we go along) and link to wikipedia. |
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