Crafting Rules - Non-Magical
Crafting in Morado is a great way for players to engage with the world. Sometimes you'll want a potion or specific item but be nowhere near a settlement or tradesman. Or maybe the thing you want costs more than you're willing to pay. Or maybe you want to try making something that hasn't been made yet? Or maybe you just want to use your tool proficiency? Or maybe you want to see what options are available to you.
If any of these sound like you then fear not, dear adventurer. Morado is a world rife with opportunities, of which crafting is possible.
**NOTE: This guide is for crafting non-magical items and non-firearms. If what you wish to craft involves those things then please refer to either "Crafting Rules: Spells and Magical Items" or "Crafting Rules: Firearms"**
1. Discern which item they wish to craft supplementary: for example a set of Hide Armor (10GP) 2. Knowing half the value of what they wish to craft, half of that value must include the special material found (rounded down). For example: Crafting Hide Armor needs 5 GP of leather, so 2 GP of that leather must be specialized. 3. In addition to needing a crafting set, one must enlist the aid of someone with proficiency in either alchemist tools, or Brewers tools as well as a set of alchemist tools or Brewers tools. 4. The individual with the Brewers/alchemist tools and proficiency must then make a tool proficiency check to mix the sets of raw materials into a workable compound. For example: 2GP worth of Fire Salamander hide plus 3 GP of regular hide can be mixed with a Brewers kit. On a success it becomes a compound that can be used with Leatherworker’s Tools to make Warm Hide. 5. If the mixture does not take then the brewer/alchemist can make an additional attempt during a work day to solve this issue, and once again if they fail the second time. If they fail a third time then both materials are wasted. 6. The brewer/alchemist can only create this mixture in a laboratory or a safe environment not in the wilderness. Mixing the materials is a delicate process and the life of a traveler does not allow for such a movement. 7. This process takes 3 work days per item. This is because the process is extremely time consuming as well. 8. If the player wishes to sell their crafted item, they can do so at 1.5 the market value of the un modified item cost. For example: Hide Armor with the Warm property, made from Leather and Salamander hide can be sold at 15 GP, which is 1.5 X 10 GP. 9. It is unknown if there are other processes to add more than one benefit to a mundane item. Maybe the players will come up with a method on their own.
General Crafting Rules
Morado allows for players to supplement their crafting, allowing players more options as a reward for exploration and utilization of skills. Before getting into Morado's optional rules, I have outlined below the current criteria for Crafting Items in D&D 5e (page 128 in DMG and 128 in Xanathar's Guide to Everything) below:- A character crafting an item must have both the appropriate tool proficiency as well as the tools needed for the job. For example: to craft a sword, you need to both have proficiency in blacksmithing AND Blacksmith's tools.
- An item's material cost to craft is half the item's selling cost. For example: to make an Abacus (cost 2 GP), one needs 1 GP worth of raw material (such as wood)
- The above rule does not explicitly distinguish between gold, silver, platinum, or other currency types. RAW this means the monetary number is the standard to base on, rather than the object's price compared to a specific currency.
- To determine how long it takes to create something mundane: Take an item's gold piece cost and divide it by 50. This becomes how many work weeks (6 days of 8 hours each in Morado) it takes. For example: 1 Abacus costs 2 gp/50 = 0.04 Work Weeks. 0.04 x 48 (hours in a Morado Workweek) = 1.92 Hours, or nearly 2 hours of crafting. Example 2: Holy Water is 25 GP, 25/50 = 0.5. 0.5 x 48 = 24 Work hours, or 3 Days of Crafting.
- The above rule accounts for if the item is crafted in a safe location. The rules do not explicitly state how much a less stable environment is affected, thus is assumed to be left to the DM.
- Multiple Characters can help cut the time down. Divide the time it takes to make an item by how many people are aiding in the crafting time. Using the Holy Water Item example: if 2 people are working on it, then it takes 12 Work Hours or 1.5 Work days. If three then it takes 8 Work Hours, or 1 Work Day.
- The above rule is contingent on two things: 1) that the item can allow for others to work on it (a crafting a ring won't have more than one person, while a whole suit of armor could use up to three), and 2) That those helping have the appropriate tool proficiencies (if you're making potions an herbalism tool prof will help but calligrapher tool prof will not.)
- If one is not proficient in a skill but still wishes to craft, they can make a Dexterity or Strength check to craft the item. They cannot use proficiency, however, as they do not know how. However if they are following a recipe or instruction guide, their DC can be lowered with a successful Intelligence or Wisdom Check.
- If one is crafting in a non-secure location such as a laboratory, abode, or proper workspace, then they must make a Tool Proficiency check. On a success they can complete a full crafting day's worth of material. On a failure, they are unable to make progress.
- On a failure, a player can attempt this Tool Proficiency Check up to three times until successful. If they fail three times in a row, the material to make that specific item is wasted. If they choose to stop before failing a third time the material is saved, but the time spent crafting is still used.
- If the mundane item used has an unusual or natural component to it that will enhance it, then the item can be upgraded. See Upgrading Mundane Items under Special Crafting Rules for more info.
Special Crafting Rules
The Material cost to make an item is pretty set in stone, but what if the players find a particularly unusual item? Things such as Magic Wood, Magic Metal, or even Magic Fauna can be used in the creation of better weapons or spells, but they can also be used to supplement mundane items too. All across Morado, players can harvest unusual objects from both wildlife and terrain. In any given area, strange plants or creatures can be used to supplement one's crafting abilities. To utilize these unusual items in mundane clothing, the player character must do the following:1. Discern which item they wish to craft supplementary: for example a set of Hide Armor (10GP) 2. Knowing half the value of what they wish to craft, half of that value must include the special material found (rounded down). For example: Crafting Hide Armor needs 5 GP of leather, so 2 GP of that leather must be specialized. 3. In addition to needing a crafting set, one must enlist the aid of someone with proficiency in either alchemist tools, or Brewers tools as well as a set of alchemist tools or Brewers tools. 4. The individual with the Brewers/alchemist tools and proficiency must then make a tool proficiency check to mix the sets of raw materials into a workable compound. For example: 2GP worth of Fire Salamander hide plus 3 GP of regular hide can be mixed with a Brewers kit. On a success it becomes a compound that can be used with Leatherworker’s Tools to make Warm Hide. 5. If the mixture does not take then the brewer/alchemist can make an additional attempt during a work day to solve this issue, and once again if they fail the second time. If they fail a third time then both materials are wasted. 6. The brewer/alchemist can only create this mixture in a laboratory or a safe environment not in the wilderness. Mixing the materials is a delicate process and the life of a traveler does not allow for such a movement. 7. This process takes 3 work days per item. This is because the process is extremely time consuming as well. 8. If the player wishes to sell their crafted item, they can do so at 1.5 the market value of the un modified item cost. For example: Hide Armor with the Warm property, made from Leather and Salamander hide can be sold at 15 GP, which is 1.5 X 10 GP. 9. It is unknown if there are other processes to add more than one benefit to a mundane item. Maybe the players will come up with a method on their own.
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