Posted: Wed Oct 07, 2015 4:42 am
Here's what I see when I look at the helm pictures...


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Translation: when worn, this item warns everyone but the wearer of the presence of kobolds.Grek wrote: and an Ioun Stone of Agility given to the kingdom by the gnomes. Rather than float as Ioun stones normally do, this crimson sphere has been bound to a clockwork ornery and set into a golden crown. It is said that it flares brightly whenever kobolds approach within 120 feet.
What happens if the kobolds try to remain undetected by the helm (using 5e Stealth rules) ?Grek wrote:It is said that it flares brightly whenever kobolds approach within 120 feet.
>implyingGâtFromKI wrote:using 5e Stealth rules
GâtFromKI wrote:What happens if the kobolds try to remain undetected by the helm (using 5e Stealth rules) ?Grek wrote:It is said that it flares brightly whenever kobolds approach within 120 feet.
+++Divide By Cucumber Error. Please Reinstall Universe And Reboot +++GâtFromKI wrote:What happens if the kobolds try to remain undetected by the helm (using 5e Stealth rules) ?Grek wrote:It is said that it flares brightly whenever kobolds approach within 120 feet.
Yes. +1 is uncommon (50 to 500gp), +2 is rare (500 to 5000gp), +3 is very rare (5000 to 50000gp). That goes for weapons and armour. Its literally ten times as much to make aInsomniac wrote:So what is the breakpoint for an item? If a +1 or +2 weapon costs 5000 GP, does a +3 weapon equal ten times the money?
The opposite, actually. 5E has magical items craft five times as fast as regular items. This means that it takes less time to craft +1 plate armour (2000gp at 25gp per day = 80 days) than mundane plate armour (1500gp at 5gp per day = 300 days). Ditto for +2 plate (6500gp at 25gp per day = 260 days), but not for +3 (51500gp at 25 gp per day = 2060 days = almost 6 years). It's incredibly stupid.Insomniac wrote:It seems like the rules are completely half assed for this, like they don't even want you doing it. And didn't they do something funky with the craft times where normally a weapon with a minor enchantment would take a few days or a few weeks but they want weapons and magical items to take decades, maybe even hundreds of years to make and all be forged by dwarves monks like that dude in the Kill Bill movies?
That does sound like there are some exact prices rather than order of magnitude guesstimates. Is that right?Grek wrote:The opposite, actually. 5E has magical items craft five times as fast as regular items. This means that it takes less time to craft +1 plate armour (2000gp at 25gp per day = 80 days) than mundane plate armour (1500gp at 5gp per day = 300 days). Ditto for +2 plate (6500gp at 25gp per day = 260 days), but not for +3 (51500gp at 25 gp per day = 2060 days = almost 6 years). It's incredibly stupid.
We also get a helpful picture of Mur vs some fighters:Krag (ogre wf scar): 59 59 45 24 9 dead
Thod (ogre wf helm): 59 51 30
Mur (ogre who smells like poo): 59.

Bolding mine. Escape is defined as getting out of sight and then succeeding a Stealth check vs the Passive Perception of everyone chasing you. That's fine. But ending the chase as soon as someone moves adjacent to you is obviously stupid. That gets you right back to the original "I move, then you move" failure state we started with. Argh.The first paragraph of the chase rules wrote:A chase ends when one side or the other tops, when the quarry escapes, or when the pursuer are close enough to their quarry to catch it.

Can I make brief aside about how terrible it is when people try to write cosmic horror into their stories when they don't understand cosmicism or horror? Here's a hint: Failing to understand something isn't the source of horror in those stories. It when you do understand what you're looking at that you become afraid. For fucks sake, the response to the horrifying revelation is never supposed to be "I don't get it! How can this be? My mind, it must be unravelling!?"You might also call for a Sanity check when a character tries one of the following activities:
- Deciphering a piece of text written in a language so alien that it threatens to break a character's mind
- Overcoming the lingering effects of madness
- Comprehending a piece of alien magic foreign to all normal understanding of magic
Wait, what? I obviously missed a memo; has WotC already pulled support for 5E or something?Grek wrote:You're never going to see a second monster manual, or class expansions, or even a new official rulebook. Whatever rules you desire which have not been written already are rules you need to provide for yourself.
"Bloat" in this context means "revenue" I guess.CapnTthePirateG wrote:The 5e policy is not to release splatbooks but to try to survive on adventure paths.
5e defenders claim this is to reduce bloat.
All of this all the way down. They believe that the lack of rules really 'streamlines' the games and prevents arguing over the rules. They believe that the problem with 3E is that it gave players 'too many options' which stifled creativity because people would just make characters aimed at doing what they want to do in the game instead of engaging with the 'roleplay'.Night Goat wrote:When you bring up the lack of content on other forums, 5anboys come out of the woodwork to claim that 3e and 4e failed because they had too many books. This is what 5anboys actually believe.
That's right. For example, let's say you're an 11th-level Wizard with the Guild Artisan background. This background provides you with Tool Proficiency (one type of artisan's tools), so you choose Smith's Tools as that proficiency. For you, a +3 greatsword costs 50,000 gp to enchant (because it's a "Very Rare" item), and costs another 25 gp to craft in your smithy.Insomniac wrote:So what is the breakpoint for an item? If a +1 or +2 weapon costs 5000 GP, does a +3 weapon equal ten times the money?
They don't want you to craft magic items. Take note that the time needed to craft magic items is NOT listed in the "Crafting Magic Items" table in the DMG on page 129. It's not there (but listed below instead), because they want people to completely gloss over how stupid it is, which subtly discourages DMs and players from having characters actually craft items....at all. I get the intention that we're only intended to FIND magic items that the DM allows us to find, and rarely craft items ourselves. However, the fact that these rules make the creation of most magic items so monumentally vague and inconvenient, logically means that finding most magic items is nearly impossible. There's no precise formula for crafting a +3 weapon (or any other item). The DMG only mentions some vague bullshit, under "Crafting A Magic Item", on page 128:Insomniac wrote:It seems like the rules are completely half assed for this, like they don't even want you doing it. And didn't they do something funky with the craft times where normally a weapon with a minor enchantment would take a few days or a few weeks but they want weapons and magical items to take decades, maybe even hundreds of years to make and all be forged by dwarves monks like that dude in the Kill Bill movies?
The most rare magic items take the longest time to enchant. "Legendary" items like Sovereign Glue, Universal Solvent, Vorpal Swords, Spheres of Annihilation, or Swords of Answering take a VERY long time to enchant:Insomniac wrote:"This weapon makes you mildly more likely to hit something and increases the damage done by 7 percent per hit. It took 390 years to make."
Playing Devil's advocate here, you seem to be thinking too much in human terms. Yes, for us 50 years is a lot of time.Sacrificial Lamb wrote: After looking through this, I came to the conclusion that the vast majority of the magic items in the book would never be created. 90% of the items would not exist in treasure piles, or ever be enchanted.....because the process of enchantment is painfully slow, and tremendously vague. There are no clear guidelines for crafting, and even if you suck your DM's cock for the formula to enchanting a magic item......it will still take you months, years, or even decades to create most of the items in this book.
The only magic items that would ever be enchanted are a handful of weaker miscellaneous items, the occasional Potion of Climbing or Potion of Healing (the weakest kind of healing potion), and some +1 shields and +1 weapons. Magic armor takes too long to be enchanted, and isn't strong enough to bother with. An obsessed maniac might bother creating +1 plate armor, but that's it. The rest of the magic items don't provide enough of a return on your investment in time and money to even bother crafting at all. Most items just take way too much time to enchant.
Those two potions above are the only ones that would be created. They're consumables, and the other potions require weeks, months, or years for you to create (usually months).
50 years is a long time for anyone. In that span of time.....cities can be sacked, gods can be forgotten, new nations can be formed. The idea that just because someone is immortal means that this person will spend 55 YEARS crafting a single item that can only affect its environment in a very limited way doesn't make any sense.maglag wrote:Playing Devil's advocate here, you seem to be thinking too much in human terms. Yes, for us 50 years is a lot of time.Sacrificial Lamb wrote: After looking through this, I came to the conclusion that the vast majority of the magic items in the book would never be created. 90% of the items would not exist in treasure piles, or ever be enchanted.....because the process of enchantment is painfully slow, and tremendously vague. There are no clear guidelines for crafting, and even if you suck your DM's cock for the formula to enchanting a magic item......it will still take you months, years, or even decades to create most of the items in this book.
The only magic items that would ever be enchanted are a handful of weaker miscellaneous items, the occasional Potion of Climbing or Potion of Healing (the weakest kind of healing potion), and some +1 shields and +1 weapons. Magic armor takes too long to be enchanted, and isn't strong enough to bother with. An obsessed maniac might bother creating +1 plate armor, but that's it. The rest of the magic items don't provide enough of a return on your investment in time and money to even bother crafting at all. Most items just take way too much time to enchant.
Those two potions above are the only ones that would be created. They're consumables, and the other potions require weeks, months, or years for you to create (usually months).
But in D&D you have elves living multiple centuries and immortal creatures that you can point a rod of destruction at, and they'll craft those stuff as downtime hobbies because there's no TV or internet so they need some way of entertain themselves.
This is, in fantasy stories you always have the big items taking a lot of time to craft and not easily copied by mortal means.
maglag wrote:I personally despise the "You must craft everything you own yourself" mentality that's been spreading over games everywhere for the last years. People stop thinking of the loot they find as "Oh that seems cool" but rather as "I'll disenchant it for more raw materials to upgrade my stuff in a 5 minute break."
For most characters in D&D 3.5, it usually takes longer than a weekend to craft "full gear".maglag wrote:A world where your full gear is crafted during the weekened will be the world where you never find any old relics because everything is always being broken apart for spare parts to craft customized shinier version in demand.
What the fuck does D&D 3.x have to do with the fucked-up magic item crafting system in 5e? Nothing.maglag wrote:Now some people will scream "Grraah then the players must beg to the DM for level-appropriate gear", but that's a lie half the time in 3rd edition. Because casters don't need freaking level-appropriate gear to win D&D 3rd edition forever. Even a wizard could go all 20 levels without ever finding a new scroll to add to its spellbook and they would still curbstomp every challenge of their level. Heck, 99% of 3rd edition items are "You can replicate this spell", so if you're a caster you have yourself covered.
And if we're speaking tome then the martial classes all get huge numbers anyway and then you add the tome feats and you'll be curbstomping the opposition unless the DM customizes every encounter.
There's people out there who spend 50 years taking care of a pretty garden. The pretty garden will not transport a million people anywhere to the material plane. The pretty garden will not save you against necromantic effects 12 times. The pretty garden will go to shit once that person is gone unless somebody else keeps taking care of it.Sacrificial Lamb wrote:50 years is a long time for anyone. In that span of time.....cities can be sacked, gods can be forgotten, new nations can be formed. The idea that just because someone is immortal means that this person will spend 55 YEARS crafting a single item that can only affect its environment in a very limited way doesn't make any sense.maglag wrote:Playing Devil's advocate here, you seem to be thinking too much in human terms. Yes, for us 50 years is a lot of time.Sacrificial Lamb wrote: After looking through this, I came to the conclusion that the vast majority of the magic items in the book would never be created. 90% of the items would not exist in treasure piles, or ever be enchanted.....because the process of enchantment is painfully slow, and tremendously vague. There are no clear guidelines for crafting, and even if you suck your DM's cock for the formula to enchanting a magic item......it will still take you months, years, or even decades to create most of the items in this book.
The only magic items that would ever be enchanted are a handful of weaker miscellaneous items, the occasional Potion of Climbing or Potion of Healing (the weakest kind of healing potion), and some +1 shields and +1 weapons. Magic armor takes too long to be enchanted, and isn't strong enough to bother with. An obsessed maniac might bother creating +1 plate armor, but that's it. The rest of the magic items don't provide enough of a return on your investment in time and money to even bother crafting at all. Most items just take way too much time to enchant.
Those two potions above are the only ones that would be created. They're consumables, and the other potions require weeks, months, or years for you to create (usually months).
But in D&D you have elves living multiple centuries and immortal creatures that you can point a rod of destruction at, and they'll craft those stuff as downtime hobbies because there's no TV or internet so they need some way of entertain themselves.
This is, in fantasy stories you always have the big items taking a lot of time to craft and not easily copied by mortal means.
We're not talking about characters spending 55 years to create a giant magical boat that transports a million people to another Prime Material Plane.
We're talking about taking 55 YEARS to craft a single Scarab of Protection.
This is an item that provides you with advantage on saves against spells. It's also a 12 charge item that protects you against necromancy spells, enabling you to turn failed saves into successes....and once you do that 12 times, it crumbles into powder.
Now.....would you spend 55 years of your life crafting that item?
NO, YOU WOULD NOT. Nobody would. You wouldn't invest that much time or money enchanting it if you were a lich, you wouldn't do it if you were an elf, and you wouldn't do it if you were anybody else either.
It's not nearly enough of a return on your investment of time and money.
And as for immortal liches or long-lived elves......they are still part of the world, not separate from it. Thus, they don't usually have the luxury to spend years crafting a single item. There are usually interruptions. It's nearly inescapable.
I don't disagree with plenty of shiny loot from the enemy dead bodies. But that's very different from custom crafting everything yourself.Sacrificial Lamb wrote:maglag wrote:I personally despise the "You must craft everything you own yourself" mentality that's been spreading over games everywhere for the last years. People stop thinking of the loot they find as "Oh that seems cool" but rather as "I'll disenchant it for more raw materials to upgrade my stuff in a 5 minute break."
I LOVE a robust crafting system. It makes things so much more interesting, and makes me feel more connected to the game setting. It makes me feel like I created something of actual value in the setting, so I am more fully part of it.
Look, I understand not wanting to saturate your campaigns with magic items, and I also understand your contempt towards the idea of people treating magic items in a casual way....but let's be honest here. Once every PC in your adventuring party has at least a couple permanent magic items, plus a couple more temporary items.....players are going to inevitably take these items for granted anyway. That's human nature. People ALWAYS take things for granted once they've had those things for a while. And if you object to that, then you object to one of the core assumptions of D&D.
Look at any D&D adventure module from the 1970's until just recently before 5e. All these adventure modules were saturated with magic items, even the "old school" ones.
What kind of person wouldn't want more hookers and booze and fancy food?Sacrificial Lamb wrote: Now that magic items are so rare, there's very little for us to actually spend our money on.
Now we mostly buy non-magical mundane items that we don't actually care anything about. And what good are coins when they don't buy me anything I actually want?
You know that Eberron has building bots that can craft your stuff inside a bag of holding while you're adventuring, right? Add some more time and crafting shenigans and gear will be ready pretty fast.Sacrificial Lamb wrote:For most characters in D&D 3.5, it usually takes longer than a weekend to craft "full gear".maglag wrote:A world where your full gear is crafted during the weekened will be the world where you never find any old relics because everything is always being broken apart for spare parts to craft customized shinier version in demand.
You can craft weak magic items over the weekend, but there are so many more magic items that take either weeks or months to create. My 10th-level Wizard in D&D 3.5 would spend 18 days to create a +3 sword. That time is reduced to two weeks if you allow the Exceptional Artisan feat from Eberron. And even then, there are tons of magic items that require much more time than that to create.
We'll get to that in a moment.Sacrificial Lamb wrote:What the fuck does D&D 3.x have to do with the fucked-up magic item crafting system in 5e? Nothing.maglag wrote:Now some people will scream "Grraah then the players must beg to the DM for level-appropriate gear", but that's a lie half the time in 3rd edition. Because casters don't need freaking level-appropriate gear to win D&D 3rd edition forever. Even a wizard could go all 20 levels without ever finding a new scroll to add to its spellbook and they would still curbstomp every challenge of their level. Heck, 99% of 3rd edition items are "You can replicate this spell", so if you're a caster you have yourself covered.
And if we're speaking tome then the martial classes all get huge numbers anyway and then you add the tome feats and you'll be curbstomping the opposition unless the DM customizes every encounter.
Lots of people in 3e and 4e complained that characters had too much magic bling and magic loot was too common. In particular people complained that characters shouldn't need magic items.Sacrificial Lamb wrote: This crafting system is a total disaster. Even the most diehard 5e fanboi can't pretend that this is anything other than garbage. Look at the time it takes to craft items, then do the calculations. Most of these items would not logically exist based upon the time and money it takes to create them.
Here's a little table to give you an idea how long it takes to enchant magic items in 5e:
Item Rarity..............Enchantment Time
Common..................................4 days
Uncommon.............................20 days
Rare....................................200 days (6 months + 20 days)
Very Rare..........................2,000 days (5 years + 5 months + 25 days)
Legendary......................20,000 days (54 years + 9 months +20 days)
Under these rules, a Greatsword +2 would require approximately 7 months to first craft and then enchant.
I've found only two "Common" items in the entire DMG: Potions of Climbing and Potions of Healing. Most other potions are "Rare".
Weapons +1 and Shields +1 are "Uncommon", while Armor +1 is "Rare". A Ring of Invisibility is classified as "Legendary". I'll eventually get into this item by item, but just consider the implications of this poorly-written crafting system, because this doesn't feel like D&D any more to me.