Questions and Suggestions for the GMs.   Posted by The Narrator.Group: 0
Sai Nightbreeze
 player, 38 posts
 Smells of tannin
 AC 16, HP 17 / 17
Fri 14 Feb 2020
at 19:01
Re:  Questions and Suggestions for the GMs.
In reply to Odilon (msg # 45):

Looks like your first post in Smith's Gambit was Dec 28. In that case, you'd be at 7 units, plus any you've gained from work (if my calculations are correct).
Conspirator
 GM, 196 posts
 Just here to help
Fri 14 Feb 2020
at 19:54
Re:  Questions and Suggestions for the GMs.
Correct, Tidelan and Sai. Note you still need to make a crafting check. Failure destroys half the materials, or all if you roll a natural 1. The DC for a healing potion is 15.
Boneclaw
 player, 37 posts
Fri 14 Feb 2020
at 22:09
Re:  Questions and Suggestions for the GMs.
How do guilds work in this game?
Medieval guilds held a monopoly within a community, no one outside the guild was allowed to practice the trade. Guild members passed on the guild secrets only to members of their guild.
The letter of introduction from the guild you're associated with, does that have any official function? Does it grant a right to set up a guild charter here for example and oversee Guild activities in the region if you present your letter first, and can a guild expect any legal support when non-guild members try to trade in goods the guild specializes in?

It'd be a shame if something happened to people crafting potions outside Guild membership ..

Did I mention I'm a cleric of Death? No, that's just a side note, what are you insinuating?
I'll have you know I have never set fire to anyone's workshop yet!

Anyway, guilds could be a nice way of managing the economy and avoid flooding the market with goods. A guild has a vested interest in maintaining a healthy flow of goods, enough to make a living without flooding the market and subsequently devaluing the goods they make a living off. Guild politics could become a thing over time as well as various guilds might vie for greater influence over the community, while internal strive may form if the local guild master is undermined by another member in a bid for control of the guild itself.
Tidelan Wavyrus
 player, 83 posts
 Initiative pre roll: 15
 AC 13 , PP 15 , HP 19/19
Fri 14 Feb 2020
at 22:58
Re:  Questions and Suggestions for the GMs.
What do i roll for the crafting check to make potions?
Conspirator
 GM, 203 posts
 Just here to help
Sat 15 Feb 2020
at 00:00
Re:  Questions and Suggestions for the GMs.
My co-dm and I still need to discuss guilds. We want to make sure characters with any background can run businesses without devaluing the Guild Artisan background.

For healing potions roll either intelligence (Alchemist's supplies) or intelligence (Herbalism kit) depending on how you're making the potions.
Izayah Hamadrell
 player, 85 posts
 AC 17 HP 20/20 PP 14
 Leaving the past behind
Sat 15 Feb 2020
at 00:48
Re:  Questions and Suggestions for the GMs.
This is supposed to be a newly-built frontier town. No, there shouldn't be any Guilds here yet. There likely isn't even a scouting Guild representative here yet. My two cents. =)
Boneclaw
 player, 46 posts
Tue 25 Feb 2020
at 16:28
Re:  Questions and Suggestions for the GMs.
Can one take a long rest between two threads? That is, for example we're talking in Smith's Gambit now but should we leave on a mission can I assume time is wibbbly wobbly enough between threads that I can take a rest (and thus level up) between 'then' and 'now'?

This message was last edited by the player at 16:29, Tue 25 Feb.

Conspirator
 GM, 233 posts
 Just here to help
Wed 26 Feb 2020
at 03:31
Re:  Questions and Suggestions for the GMs.
Absolutely!
Boneclaw
 player, 54 posts
Wed 11 Mar 2020
at 16:01
Re:  Questions and Suggestions for the GMs.
Can we discuss making healing potions, please? I've been postponing making potions because frankly it's been bugging me.

I'm a cleric. A cleric relies on Wisdom, Charisma and a combat related ability like Dexterity or Strength. There is no real room to put lots of points in intelligence.
Medicine is based off Wisdom so if making healing potions is intelligently knowing about the ingredients needed then why isn't Medicine about intelligently knowing how to apply bandages and applying poultices etc? It seems the creators didn't feel Medicine is about intelligently applying medical procedures.
Between Medicine and Healing Potions it seems a better case could be made for medicine being based off intelligence than healing potions which are clearly magical in nature given its instant effect and thus should be based off the class' spellcasting ability. The description of Potion of Healing further underlines that it is indeed a magical potion.
Healing spells too are generally the area where Druids and Clerics excel.
If at a later stage i would make other clerical-specific potions would I use Intelligence because that doesn't make any sense to me. Why would a cleric use intelligence to make a Potion of Blessing for example which doesn't have much to do with knowing ingredients as the Blessing is presumably granted by the deity worshiped by the Cleric and distilled into a potion. Likewise for other cleric spells.
What about Holy Water? Wisdom or Intelligence, because again Intelligence doesn't make any sense given that it is only normal water made holy because the cleric channeled their god's power to sanctify the water.
But here creating healing potions uses Intelligence. So just for being the actual healer class I'm less good at creating healing potions than a wizard, which makes no sense to me.

I feel at the very least a Cleric or Druid ought to have the option to use either Wisdom or Intelligence otherwise we're seriously disadvantaged compared to a Wizard to making healing potions when we're the actual healing class.

This message was last edited by the player at 16:09, Wed 11 Mar.

Tidelan Wavyrus
 player, 114 posts
 Initiative pre roll: 15
 AC 13 , PP 15 , HP 19/19
Wed 11 Mar 2020
at 17:00
Re:  Questions and Suggestions for the GMs.
I agree. I bought ingredients for 8 healing potions and spent 10 downtimes units and now I have 3 basic healing potions because my character has a basic 10 in intelligence with no modifier.

Am a druid with herbalism kit proficiency.

+1 your comment, although it won't help me now, maybe in the future.
Boneclaw
 player, 56 posts
Wed 11 Mar 2020
at 19:58
Re:  Questions and Suggestions for the GMs.
In reply to Tidelan Wavyrus (msg # 56):

There are still some things you can do to make things a little easier: get a partner to help you for Advantage (Aid Another). Cast Guidance for a d4 bonus on Skill rolls.

Still ..
Tidelan Wavyrus
 player, 116 posts
 Initiative pre roll: 15
 AC 13 , PP 15 , HP 19/19
Wed 11 Mar 2020
at 20:29
Re:  Questions and Suggestions for the GMs.
Ugh. i chose guidance to but didn't think to use it at the time -_-

Oh well, lesson learned. Would someone helping me also cost them downtime units? Cause if so, it's unlikely to find someone who would be willing, even if we're best friends in OOC or ingame, they also have stuff they want to do and their characters deem important.

Either way, your major solution would be to allow druids/clerics [and maybe even rangers?] to be able to use WIS for this is smart.
Spark
 player, 22 posts
 AC 20 HP 11/11
 PP 11 Init +1
Wed 11 Mar 2020
at 20:47
Re:  Questions and Suggestions for the GMs.
Or, for simplicity's sake - and for the notion that once you're set up to brew tea, you don't have to roll to see if you're able to brew tea - you simply brew tea.

From Xanathar's Guide to Everything:

Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
Type                 Time       Cost
Healing                 1 day       25 gp
Greater healing 1 workweek    100 gp
Superior healing 3 workweek    1,000 gp
Supreme healing         4 workweeks   10,000 gp
Eigon Iseldan
 player, 19 posts
Wed 11 Mar 2020
at 21:14
Re:  Questions and Suggestions for the GMs.
In reply to Tidelan Wavyrus (msg # 58): Still working on character, but I'll be happy to offer some down time units to help with the crafting. I'm sure your character can offer  something in exchange: help in learning a language, help in learning alchemy, planning doing patrols  together so my wizard can count on your healing skill should he get attacked. As soon as I get him finished I'll send you a PM. Obviously, I won't spend all my down time units just for doing this, since I do have some things I want to get down with the character, but certainly willing to lend a hand.
Wightvane
 player, 69 posts
 HP 17/17, AC 16, PP 10
 DA: BoomBlade or EBlast
Thu 12 Mar 2020
at 00:34
Re:  Questions and Suggestions for the GMs.
If you want to do a lot of crafting, you can build your character to do such. You don't have to be a spellcaster to make magical items in 5E, so there's no more reason in having it work with Wis for a Cleric than there is for it to work with Str for a Fighter. Having everything key off of your primary stat is great and all, except that it makes things trivial.

Personally, I think the GMs allowing us to make magical items at all is good enough. We're in a setting with unknown amounts of resources, in places that we don't even know exist yet because it hasn't been explored. Honestly, I think allowing crafting anything of value at this point kind of trivializes the setting itself. If we can have all the materials we need imported here so that we can make magic items, then why are we not simply importing the magic items themselves? Are we crafting only for the sake of sinking downtime days and getting items at 1/2 price to save gold? To craft for 1/2 price then sell for a profit and make more gold?

Maybe I'm oldschool, but this seems like we're just trying to cheese the system to save/make cash.
Tidelan Wavyrus
 player, 117 posts
 Initiative pre roll: 15
 AC 13 , PP 15 , HP 19/19
Thu 12 Mar 2020
at 00:47
Re:  Questions and Suggestions for the GMs.
I kind of get the feel that we're pioneers of this town, and thus are developing our own industry here, sort of like we're grabbing as much of the frontier as we can , ASAP.

quote:
Personally, I think the GMs allowing us to make magical items at all is good enough. We're in a setting with unknown amounts of resources, in places that we don't even know exist yet because it hasn't been explored. Honestly, I think allowing crafting anything of value at this point kind of trivializes the setting itself. If we can have all the materials we need imported here so that we can make magic items, then why are we not simply importing the magic items themselves? Are we crafting only for the sake of sinking downtime days and getting items at 1/2 price to save gold? To craft for 1/2 price then sell for a profit and make more gold?


That's more thought than I'd put into this, I hadn't really thought about economics... I kind of assume the GMs handwave some stuff like, "smith has so much money guys" and "town is safe and not collapse because plot" --which i fully support :)

quote:
Maybe I'm oldschool, but this seems like we're just trying to cheese the system to save/make cash.


That definitely wasn't my goal. I had downtime days (which i dont know if that is homebrew, or from a book i havent read fully, but i havent seem em before) and figured to make healing potions. I didn't know they required a check at all, and it does flavorfully make more sense (in my opinion) to allow WIS to be used. I don't actually want to reroll my 'wasted downtime' (cause that does sort of feel like cheesing the system, personally) but I think it might be a good new optional rule to upload.

I don't really know how to justify why we're crafting though, i think it's too save money and get stuff, but if that wasn't desirable, the GMs wouldn't have allowed crafting... or just used a different ruleset.

---

I'm fine with however it turns out, but I like Boneclaw's suggestion and think it's pretty important for his character concept (which it seems he designed to do lots of crafting), much more so than for mine. I don't really plan to be a merchant, maybe not even buy a house (i might, for funsies) but those people in town who made a legal build should have feasible ways to play that build.

---

i dont know what he's playing exactly, so maybe he made a mistake and actually cant craft like he thought he would be able to, if that's the case I think the GMs could consider working with him on that

Then again that could be deemed a slippery slope to 'i didn't build my character right, give me special features' which isn't my hope, but i don't really know where the line is. I guess i consider crafting somethign that everyone should be able to do if they have the proficiencies?

I think that's what i believe.
Conspirator
 GM, 271 posts
 Just here to help
Thu 12 Mar 2020
at 04:36
Re:  Questions and Suggestions for the GMs.
After reviewing the rules in Xanathar's Guide, we have decided to remove the ability check from crafting. You will still need to use skills to gather ingredients in the wild. If you previously failed to craft something, we will allow you to change it retroactively to a success. If two people combine efforts, the downtime cost is halved. The players may decide how the cost is divided.

BTW, none of a Clerics class features use Charisma, in this edition of D&D. They do get proficiency in Charisma Saving Throws, though.

As for why you would craft: Schmidt only has items from the Adventuring Gear and Tools tables (PHB 150, 154.) He charges the listed price. Shipping anything else in requires far more time and money than crafting it.

This message was last edited by the GM at 04:40, Thu 12 Mar.

Elisar Moonraven
 player, 11 posts
 Songs and stories for all
 AC: 13 / HP: 8/8
Thu 2 Apr 2020
at 14:42
Re:  Questions and Suggestions for the GMs.
Is there anywhere to see weather information? It would be good to know what the weather is like, what time of year it is, etc.

Also, what calendar are we using? Days of the week? Month names? Is there a standard one for D&D5e (Iím not too experienced with this system) or a bespoke one for this game? Happy to help create one if that would be useful.
Conspirator
 GM, 343 posts
 Just here to help
Thu 2 Apr 2020
at 23:57
Re:  Questions and Suggestions for the GMs.
Rimewood has unusual weather patterns. Everything is frozen year round, and there are periodic localized snowstorms that last for an hour or two at a time, and include stinging, blinding wind. Its technically summer in the rest of the hemisphere. Since time passes differently for different players, we haven't really thought about a calendar.
Sai Nightbreeze
 player, 100 posts
 Smells of tannin
 AC 16, HP 17 / 17
Thu 23 Apr 2020
at 18:05
Re:  Questions and Suggestions for the GMs.
Suggestion for combat: when the GM asks for initiative rolls, post the initiative of the enemies as well. That way, we know whether to post our first round of actions in the same post, or wait for the enemies' turn.
Conspirator
 GM, 406 posts
 Just here to help
Fri 24 Apr 2020
at 05:50
Re:  Questions and Suggestions for the GMs.
I hadn't originally wanted to do it that way, but Narrator and I agree that the benefits outweigh the downsides.
Alban
 player, 149 posts
 AC 11, HP 20/20, PP 12
Sun 21 Jun 2020
at 01:50
Re:  Questions and Suggestions for the GMs.
What will be the crafting costs to make spell scrolls within the game?

For a level one spell scroll, a common magic item, it would cost 1 week and 100gp raw materials for a common magic item according to the DMG.  Would these costs be halved since a scroll is a consumable item?
Enialis Siannodel
 player, 184 posts
 AC 16 HP 12/12
Sun 21 Jun 2020
at 01:57
Re:  Questions and Suggestions for the GMs.
In my defense, I'm using XGTE to make scrolls. It's better then using the DMG.
Chloe Nellington
 player, 52 posts
 HP: 9/9
 AC: 13
Sun 21 Jun 2020
at 05:51
Re:  Questions and Suggestions for the GMs.
Weird. I have a small list of downtime activities and scribing a scroll, I had noted, requires only 1 day and 25gp of materials for 1st level spells. That's what is says on page 133 of Xanathar's Guide to Everything.

The DMG (p. 129) doesn't specifically talk about scrolls, just about common magic items in general. Perhaps we should take the advice of XGtE then since it's more specific.
Conspirator
 GM, 568 posts
 Just here to help
Sun 21 Jun 2020
at 13:41
Re:  Questions and Suggestions for the GMs.
Yeah use XGtE, but wherever it says 1 day, you use 1 downtime unit.