Difference between revisions of "Gear (5A)"

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Rules for equipment and gear, magical or not.
 
Rules for equipment and gear, magical or not.
  
== Resale Prices ==
+
== Item Price Limits by Level ==
All items that are in a condition to sell at all can be sold at half purchase price.
+
The cost of items that PCs can buy or craft are rather arbitrarily limited by level.
 +
This is a balance and ease-of-play issue, not a simulation.
 +
Rather than using the very rough price guidelines and levels of the DMG, this table is to be used.
 +
This gives the lowest level at which a character can purchase items of the listed price.
 +
This is also the highest value item a character can craft.
 +
A character is somehow able to find an item of this cost or lower on the market.
 +
At the [[DM]]s discretion, more expensive items might be available depending on circumstance.
 +
 
 +
'''Level
 +
This is the level of the character and restricts what items the character can make.
 +
You can buy or craft anything up to the price listed for your level.
 +
This is also a limit on what items you can purchase.
 +
It reflects that your prestige gives you access to new markets.
 +
This is somewhat artificial, but an easy way to maintain game balance.
  
== Crafting ==
+
'''Consumables
These rules apply to any crafting project, magical or mundane, except those that are a class feature.
+
This is the maximum cost of each consumable item you can make or buy.  
=== Prerequisites ===
+
Items like wands, that have charges and a small chance to fail when overused, are not considered consumables.
In order to perform a crafting project, you must fulfill some requirements.
+
This number is inflated so that it is possible to pack more omph into a single-use item.  
* The item must have a cost permitted at your level by the Maximum Price By Level table, below.
+
Watch out for overspending in this category, which can make a character powerful at lower levels and then poor at higher levels.
* You must have the right tools and possibly access to a workshop. 
 
* If the item is to cast spells, you need to be able to cast those spells.  
 
* The [[GM]] may require special materials, such as gems, adamantine, or mithral. You can use the value of any such components to offset the cost of the crafting project, below.
 
* Other possible materials include monster parts, such as the heart of a dragon or the horn of a unicorn. These can serve as adventure hooks and also reduce the cost of the project. The value of such a component is that of a consumable item of the monster's level, provided that level of the monster is equal to or higher than the level of the item.
 
  
=== Crafting Speed ===
+
'''Permanent
You have to calculate a Crafting Speed used to measure the progress of your crafting projects. Your Crafting Speed will be different for different projects, depending on your level, proficiencies, and ability scores.
+
This is the cost limit for all items that are not consumables.
In cooperation with the [[GM]], select one tool proficiency and one ability score that will govern the project.
 
[[GM]]s are encouraged to be liberal in the selection of ability score and tool proficiencies, the table gives the ideal ability score, but fairly flimsy argument about a different ability score is acceptable.
 
Add the relevant ability score modifier and tool proficiency modifier. Multiply this with your level and them multiply the result by five, the result is your crafting speed measured in gp per day.
 
  
'''Overnight Artificing
+
'''Resale Prices
An artificer can create an item with an value up to their crafting limit during a long rest, paying the normal component cost (half the cost of the finished item).
+
All items that are in a condition to sell at all can be sold at half purchase price.
''This is to compensate for making crafting more available to all.
 
  
 
{| class="wikitable" align=right
 
{| class="wikitable" align=right
Line 70: Line 75:
 
|| 20 || align=right |  200,000  || align=right |  1,000,000
 
|| 20 || align=right |  200,000  || align=right |  1,000,000
 
|}
 
|}
{| class="wikitable" align= right
+
 
|+ '''Crafting Ability'''
+
== Item Prices and Levels ==
 +
{{ : Magic Item Prices and Levels (5A) }}
 +
 
 +
== Crafting ==
 +
These rules apply to any crafting project, with a focus on magic item creation.
 +
The monetary cost of crafting magic items is the same as the purchase price.
 +
People making a living crafting magic items might charge a higher price on commission have developed cheaper means to create certain specific items.
 +
 
 +
=== Prerequisites ===
 +
In order to perform a crafting project, you must fulfill some requirements.
 +
* The item must have a cost permitted at your level by the Maximum Price By Level table.
 +
* You must have the right tools and possibly access to a workshop. 
 +
* If the item is to cast spells, each such spell must be cast once per day of work on the item. Ignore any costly components of spells cast in item creation, those are a part of the item creation cost.
 +
* The [[DM]] may require special materials, such as gems, adamantine, or mithral. You can use the value of any such components to offset the cost of the crafting project.
 +
* If you want to enchant a specific item of value, such as a robe granted by the emir, you can count the value of such items against the cost of the crafting project.
 +
* Other possible materials include monster parts, such as the heart of a dragon or the horn of a unicorn, as negotiated with the [[DM]]. Creatures with legendary or lair actions are more likely to provide components this way. Such components can serve as adventure hooks and also reduce the cost of the project. The value of such a component is that of a consumable item of the monster's level. Gathering components might require proficiencies and/or die rolls or an entire adventure. See also [[Exploration (5A)#Gather_Components|Gather Components]].
 +
 
 +
=== Material Components, Armor, and Weapons ===
 +
These are special cases in that only part of the cost is in the magic itself, with the remainder being in the material component, armor, or weapon.
 +
This might apply in similar cases not foreseen, but is not the general trend.
 +
* Scrolls and fetishes of spells with costly '''material components''' are a special case. To create a scroll of a spell with a costly material component, you must provide that component. This adds the cost of the component to the value of the final scroll.
 +
* Another special case is '''armor''' and '''weapons'''. To create magic arms and armor, you must provide the armor or weapon itself before you can make it a magic item.
 +
* The cost of the armor, weapon, or material component is not included in the cost of the magic, the original item and the enchantment on it are considered separately against the maximum cost of items you can create. Such special parts can be provided as finished objects or crafted separately in their own projects.
 +
 
 +
=== Crafting Speed ===
 +
You have to calculate a Crafting Speed used to measure the progress of your crafting projects. Your Crafting Speed will be different for different projects, depending on your level, ability scores, and proficiencies.
 +
In cooperation with the [[DM]], select a tool proficiency that will govern the project. 
 +
[[DM]]s are encouraged to be liberal in the selection of ability choices and tool proficiencies, fairly flimsy argument about a different proficencies are acceptable.
 +
 
 +
Multiply the sum of the ability bonus and proficiency modifier with your level and them multiply the result by 5 gp, the result is your crafting speed measured in gp per day.
 +
 
 +
{| class="wikitable"
 +
|+ '''Rate of Production'''
 +
|valign="top" align=center | '''Value Crafted Per Day
 +
|-
 +
|valign="top"| (Ability Bonus +Tool Proficiency Modifier) x Level x 5 gp
 +
|}
 +
 
 +
Each day you consume materials and produce work equal to your crafting speed. When your accumulated crafting value matches the cost of the item it is finished.
 +
The cost of crafting is the list price of the item.
 +
 
 +
=== Mundane Projects ===
 +
When crafting non-magical items, including alchemical items, the cost is 50% of the list price of the item.
 +
 
 +
=== Assistants ===
 +
You can have assistants that help you by contributing their Crafting Speed to the project, but having more creatures participate incurs a security risk.
 +
Assistants need not fulfill any prerequisites and add their Crafting Speed to your effective Crafting Speed.
 +
Expect to have to pay each assistant 20% of their Crafting Speed each day.
 +
This includes room, board, taxes, and fees (the assistant then pays half this amount in taxes and guild fees) but not security arrangements.
 +
Finding willing workers is a separate task.
 +
Contacts, guild memberships, and other social perks offer great advantage when looking for reliable assistants.
 +
 
 +
=== Upgrading Items ===
 +
An existing magic item can be upgraded as long as the finished item is approved by the [[DM]] and includes all the item's current abilities.
 +
The cost of the upgrade is the difference in cost between the old and new item.
 +
 
 +
== Crafting Examples ==
 +
There are no hard and fast rules for what tool and ability to use in each project, only general guidelines.
 +
[[DM]]s are encouraged to be liberal in the selection of ability score and tool proficiencies, the table gives the ideal ability score, but fairly flimsy argument about a different ability score is acceptable.
 +
 
 +
Examples of what items use what abilities.
 +
 
 +
{| class="wikitable"
 +
|+ '''Crafting Ability '''
 
|valign="top"| '''Ability  ||valign="top"| '''Approach ||valign="top"| '''Items
 
|valign="top"| '''Ability  ||valign="top"| '''Approach ||valign="top"| '''Items
 
|-
 
|-
Line 78: Line 146:
 
|valign="top"| Dexterity ||valign="top"| Finesse ||valign="top"| Melee weapons (finesse), medium armor, flexible objects
 
|valign="top"| Dexterity ||valign="top"| Finesse ||valign="top"| Melee weapons (finesse), medium armor, flexible objects
 
|-
 
|-
|valign="top"| Constitution  ||valign="top"| Infusion ||valign="top"| Light armor, alchemy, potions, leather, toxins
+
|valign="top"| Constitution  ||valign="top"| Chemistry ||valign="top"| Light armor, alchemy, potions, leather, toxins
 
|-
 
|-
|valign="top"| Intelligence  ||valign="top"| Reason ||valign="top"| Firebrands, scrolls, wands, clockwork
+
|valign="top"| Intelligence  ||valign="top"| Reason ||valign="top"| Firebrands, scrolls, wands, clockwork, gemcutting
 
|-
 
|-
|valign="top"| Wisdom  ||valign="top"| Intuition ||valign="top"|  Wooden objects, plants, crystals, healing
+
|valign="top"| Wisdom  ||valign="top"| Intuition ||valign="top"|  Wooden and bone objects, plants, healing
 
|-
 
|-
 
|valign="top"| Charisma  ||valign="top"| Acclaim ||valign="top"| Clothes, banners, finery, accessories
 
|valign="top"| Charisma  ||valign="top"| Acclaim ||valign="top"| Clothes, banners, finery, accessories
 
|}
 
|}
Each day spent crafting, you must use an amount of raw material at least equal to your Crafting Speed (you can spend more), and your progress in the crafting process is the sum of your Crafting Speed and the amount of gold spent.
 
You must also pay living expenses for this period.
 
When your progress matches the cost of the item it is finished.
 
  
=== Assistants ===
+
Examples of what you can create using various crafting tools.
You can have assistants that help you by contributing their Crafting Speed to the project, but having more creatures participate incurs additional risks.
+
{| class="wikitable"
Assistants need not fulfill any prerequisites and add their Crafting Speed to your effective Crafting Speed.
+
|+ ''' Crafting Tool '''
Expect to have to pay each assistant 20% of their Crafting Speed each day.
+
|-
This includes room, board, taxes, and fees (the assistant then pays half this amount in taxes and guild fees) but not security arrangements.
+
|| ''' Tool Set  |||  ''' Example items 
An assistant generally has an ability score modifier equal to their Proficency Bonus.
+
|-
Finding willing workers is a separate task.
+
| valign=top | Alchemist’s supplies || valign=top | [[Alchemical_Substances_(5A)|Alchemical substances]]
Contacts, guild memberships, and other social perks offer great advantage here.
+
|-
 
+
| valign=top | Brewer’s supplies || valign=top | Potions
=== Blueprints ===
+
|-
A blueprint is a schematic  that allows efficient creation of a specific item.
+
| valign=top | Calligrapher’s supplies || valign=top | Scrolls, books
Crafting does not need a blueprint, and most crafting in Greyhawk is done without blueprints.
+
|-
A blueprint reduces the cost of that item's creation by 25%.
+
| valign=top | Carpenter’s tools || valign=top | Wooden weapons, bows, vehicles
The blueprint only covers the exact item is it made for—no modifications allowed.
+
|-
 
+
| valign=top | Cartographer’s tools || valign=top | Maps, teleportation effects
A blueprint can be created as an item that costs ten times as much as making the item it is a blueprint for.
+
|-
Note that this increases the level you have to be to make the blueprint.
+
| valign=top | Cobbler’s tools || valign=top | Bags, gloves, shoes
The cost of making a copy is twice the cost of the item the blueprint is to cover.
+
|-
Blueprints can be copied without restriction, but must be copied in painstaking detail to work.
+
| valign=top | Cook’s utensils || valign=top | Potions, waybread
This makes the price of blueprints extremely variable—if the blueprint is a closely guarded secret it is worth up to twenty times the cost of the item it is for.
+
|-
If the blueprint is well known, it might be worth as little as the cost of two of the item to be made.
+
| valign=top | Glassblower’s tools || valign=top | Glass items, bottles, lenses, goggles
 +
|-
 +
| valign=top | Herbalism Kit || valign=top | Potions, salves, antidotes, medicine
 +
|-
 +
| valign=top | Jeweler’s tools || valign=top | Crystals, rings, spell gems
 +
|-
 +
| valign=top | Leatherworker’s tools || valign=top | Accessories, bags, bracers, light armor
 +
|-
 +
| valign=top | Mason’s tools || valign=top | Buildings, wards, stone sculptures
 +
|-
 +
| valign=top | Musical instruments || valign=top | Musical instruments
 +
|-
 +
| valign=top | Painter’s supplies || valign=top | Pigments, images, tattoos
 +
|-
 +
| valign=top | Poisoner’s Kit || valign=top | Poisons, antidotes
 +
|-
 +
| valign=top | Potter’s tools || valign=top | Ceramic items, sculptures
 +
|-
 +
| valign=top | Smith’s tools || valign=top | Medium and heavy armor, metal weapons, metal utensils
 +
|-
 +
| valign=top | Tinker’s tools || valign=top | Clockwork, traps, [[Magic_Items_(5A)#Gadget|gadgets]]
 +
|-
 +
| valign=top | Weaver’s tools || valign=top | Clothes, bags, banners, cloaks
 +
|-
 +
| valign=top | Woodcarver’s tools || valign=top | Spell foci, wood sculpture, [[Magic_Items_(5A)#Spell_Fetish|fetishes]], wands
 +
|}
  
=== Upgrading Items ===
+
== External Links ==
An existing magic item can be upgraded as long as the finished item is approved by the [[GM]] and includes all the item's current abilities.  
+
* [https://docs.google.com/spreadsheets/d/1VS44WfbK0WJ2cFh084XxDBY4eDSb5qYyxMdyv0r3Dk0/edit?usp=sharing 5A Magic Item Prices]
The cost of the upgrade is the difference in cost between the old and new item.
+
* [https://www.enworld.org/threads/deconstructing-5e-typical-wealth-by-level.402507/ Typical Wealth by Level] by tankschmidt
 +
* [https://www.enworld.org/threads/wealth-by-level.394743/page-2#post-6613476 Generous Wealth by Level] by CapnZapp

Latest revision as of 18:26, 9 October 2022

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Rules for equipment and gear, magical or not.

Item Price Limits by Level

The cost of items that PCs can buy or craft are rather arbitrarily limited by level. This is a balance and ease-of-play issue, not a simulation. Rather than using the very rough price guidelines and levels of the DMG, this table is to be used. This gives the lowest level at which a character can purchase items of the listed price. This is also the highest value item a character can craft. A character is somehow able to find an item of this cost or lower on the market. At the DMs discretion, more expensive items might be available depending on circumstance.

Level This is the level of the character and restricts what items the character can make. You can buy or craft anything up to the price listed for your level. This is also a limit on what items you can purchase. It reflects that your prestige gives you access to new markets. This is somewhat artificial, but an easy way to maintain game balance.

Consumables This is the maximum cost of each consumable item you can make or buy. Items like wands, that have charges and a small chance to fail when overused, are not considered consumables. This number is inflated so that it is possible to pack more omph into a single-use item. Watch out for overspending in this category, which can make a character powerful at lower levels and then poor at higher levels.

Permanent This is the cost limit for all items that are not consumables.

Resale Prices All items that are in a condition to sell at all can be sold at half purchase price.

Maximum Price By Level
Level Consumables Permanent
1 30 160
2 50 250
3 80 400
4 120 600
5 200 1,000
6 320 1,600
7 500 2,500
8 800 4,000
9 1,200 6,000
10 2,000 10,000
11 3,200 16,000
12 5,000 25,000
13 8,000 40,000
14 10,000 60,000
15 20,000 100,000
16 32,000 160,000
17 50,000 250,000
18 80,000 400,000
19 100,000 600,000
20 200,000 1,000,000

Item Prices and Levels

We will be using the values for magic items given in 5A Magic Item Prices. For items not on this list, the GM will set the prices.

Crafting

These rules apply to any crafting project, with a focus on magic item creation. The monetary cost of crafting magic items is the same as the purchase price. People making a living crafting magic items might charge a higher price on commission have developed cheaper means to create certain specific items.

Prerequisites

In order to perform a crafting project, you must fulfill some requirements.

  • The item must have a cost permitted at your level by the Maximum Price By Level table.
  • You must have the right tools and possibly access to a workshop.
  • If the item is to cast spells, each such spell must be cast once per day of work on the item. Ignore any costly components of spells cast in item creation, those are a part of the item creation cost.
  • The DM may require special materials, such as gems, adamantine, or mithral. You can use the value of any such components to offset the cost of the crafting project.
  • If you want to enchant a specific item of value, such as a robe granted by the emir, you can count the value of such items against the cost of the crafting project.
  • Other possible materials include monster parts, such as the heart of a dragon or the horn of a unicorn, as negotiated with the DM. Creatures with legendary or lair actions are more likely to provide components this way. Such components can serve as adventure hooks and also reduce the cost of the project. The value of such a component is that of a consumable item of the monster's level. Gathering components might require proficiencies and/or die rolls or an entire adventure. See also Gather Components.

Material Components, Armor, and Weapons

These are special cases in that only part of the cost is in the magic itself, with the remainder being in the material component, armor, or weapon. This might apply in similar cases not foreseen, but is not the general trend.

  • Scrolls and fetishes of spells with costly material components are a special case. To create a scroll of a spell with a costly material component, you must provide that component. This adds the cost of the component to the value of the final scroll.
  • Another special case is armor and weapons. To create magic arms and armor, you must provide the armor or weapon itself before you can make it a magic item.
  • The cost of the armor, weapon, or material component is not included in the cost of the magic, the original item and the enchantment on it are considered separately against the maximum cost of items you can create. Such special parts can be provided as finished objects or crafted separately in their own projects.

Crafting Speed

You have to calculate a Crafting Speed used to measure the progress of your crafting projects. Your Crafting Speed will be different for different projects, depending on your level, ability scores, and proficiencies. In cooperation with the DM, select a tool proficiency that will govern the project. DMs are encouraged to be liberal in the selection of ability choices and tool proficiencies, fairly flimsy argument about a different proficencies are acceptable.

Multiply the sum of the ability bonus and proficiency modifier with your level and them multiply the result by 5 gp, the result is your crafting speed measured in gp per day.

Rate of Production
Value Crafted Per Day
(Ability Bonus +Tool Proficiency Modifier) x Level x 5 gp

Each day you consume materials and produce work equal to your crafting speed. When your accumulated crafting value matches the cost of the item it is finished. The cost of crafting is the list price of the item.

Mundane Projects

When crafting non-magical items, including alchemical items, the cost is 50% of the list price of the item.

Assistants

You can have assistants that help you by contributing their Crafting Speed to the project, but having more creatures participate incurs a security risk. Assistants need not fulfill any prerequisites and add their Crafting Speed to your effective Crafting Speed. Expect to have to pay each assistant 20% of their Crafting Speed each day. This includes room, board, taxes, and fees (the assistant then pays half this amount in taxes and guild fees) but not security arrangements. Finding willing workers is a separate task. Contacts, guild memberships, and other social perks offer great advantage when looking for reliable assistants.

Upgrading Items

An existing magic item can be upgraded as long as the finished item is approved by the DM and includes all the item's current abilities. The cost of the upgrade is the difference in cost between the old and new item.

Crafting Examples

There are no hard and fast rules for what tool and ability to use in each project, only general guidelines. DMs are encouraged to be liberal in the selection of ability score and tool proficiencies, the table gives the ideal ability score, but fairly flimsy argument about a different ability score is acceptable.

Examples of what items use what abilities.

Crafting Ability
Ability Approach Items
Strength Power Melee weapons (non-finesse), heavy armor, rigid objects
Dexterity Finesse Melee weapons (finesse), medium armor, flexible objects
Constitution Chemistry Light armor, alchemy, potions, leather, toxins
Intelligence Reason Firebrands, scrolls, wands, clockwork, gemcutting
Wisdom Intuition Wooden and bone objects, plants, healing
Charisma Acclaim Clothes, banners, finery, accessories

Examples of what you can create using various crafting tools.

Crafting Tool
Tool Set Example items
Alchemist’s supplies Alchemical substances
Brewer’s supplies Potions
Calligrapher’s supplies Scrolls, books
Carpenter’s tools Wooden weapons, bows, vehicles
Cartographer’s tools Maps, teleportation effects
Cobbler’s tools Bags, gloves, shoes
Cook’s utensils Potions, waybread
Glassblower’s tools Glass items, bottles, lenses, goggles
Herbalism Kit Potions, salves, antidotes, medicine
Jeweler’s tools Crystals, rings, spell gems
Leatherworker’s tools Accessories, bags, bracers, light armor
Mason’s tools Buildings, wards, stone sculptures
Musical instruments Musical instruments
Painter’s supplies Pigments, images, tattoos
Poisoner’s Kit Poisons, antidotes
Potter’s tools Ceramic items, sculptures
Smith’s tools Medium and heavy armor, metal weapons, metal utensils
Tinker’s tools Clockwork, traps, gadgets
Weaver’s tools Clothes, bags, banners, cloaks
Woodcarver’s tools Spell foci, wood sculpture, fetishes, wands

External Links