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Mjolnirbear
2017-04-29, 03:43 PM
Ok. So I've been working on an Eberron conversion and have been wondering how to incorporate tinkering; by which i mean, go-go-magic gizmo.

What I want:
* to incorporate the feel of Eberron as techno-magical
* to be useful and reward inventiveness
* to be accessible to more than gnomes and Artificers

What I don't want:
* for it to be unlimited in scope
* to not overshadow Artificers or gnomes
* to be too strong

What I'm not sure about:
* should I restrict it so only people who build into it can use it? Or make it accessible to everyone and give advantage to gnomes and Artificers?
* should it be a feat or a subsystem? A skill or tool proficiency?

A feat would necessarily be limited in scope, because it shouldn't take two pages to outline. A detailed subsystem might be more exploitable or just too much for anyone to learn. Should I let it do damage? Cause saves or checks?

Long story short: if you were gonna introduce a tinkering mechanic, how would you do it?

Laurefindel
2017-04-29, 07:18 PM
AFB, but aren't tinkerer's tools a thing? Maybe you can make it more available, or at least publicize their existence? (or say 'screw it, everyone id proficient with them')

Asmotherion
2017-04-29, 08:41 PM
well, I think that proficiency of some sort should be aquired to use an invention, but a non-proficient character should gain a way to gain proficiency in the long run (such as a bonus proficiency aquired in-rp).

I'd make mostly utility items, and combat equipment should be limited accordingly to spells. For example, an at-will preasurised steam gun could be a refluffed Ray of Frost that deals fire damage instead. A weapon usable for example 2 times per day could be a refluffed fireball spell.

Count in character level of the creator, and consider it as Caster Level for the item he created. Then ask yourself those questions:
-How many normal fireballs would the creator be able to cast if he was a wizard of the same level? (Answear is uses per day)
-Does changing the element provide an advantage over the basic element or is it just refluffing? (For example, a fireball throwing weapon turned into lightning damage would be mostly the same, but it should deal less damage, maybe only 4d6 basic damage if it was dealing Force or Radiant Damage at the same level)
-How would the creator use a cantrip, if he was a caster of the same level? Add 1 or 2 levels to the rarity of the item the higher the creator's level.
-If you are going for an effect that is completelly diferent than an existing spell, try comparing it to existing spells to find what level you'd make the effect if it was a spell, or try to replicate the effect using multiple spells and calculate accordingly. If you can only think it as a Wish level effect, make it 1/day or 3 times use and then the item is destroyed.

That's how I work my itams in Ebberon Campains.

Laurefindel
2017-04-29, 08:57 PM
I'd make mostly utility items, and combat equipment should be limited accordingly to spells. For example, an at-will preasurised steam gun could be a refluffed Ray of Frost that deals fire damage instead. A weapon usable for example 2 times per day could be a refluffed fireball spell.

in that line of thoughts, the feat Magical Initiate could be refluffed as as Inventor or something, recreating two cantrips and a 1st level spell as magi-tech devices.

JackPhoenix
2017-04-29, 09:57 PM
Make magic items with non-combat use really common... plates that keep the food warm, boxes that keeps the content from spoiling, self-cleaning clothes, that kind of thing. Perhaps even low-end weapons and armor, after all, huge war ended recently and surplus gear had to end up somewhere. Eberron isn't steampunk (unlike the impression some people have...it's all purely magic, only steam is involved if you don't watch your water and fire elementals closely. I'm not sure if techno-magic would be the correct term either), and the vast majority people still doesn't know how to make magic items or cast spells. While low-level magic is more common than in most settings, magewrights are about comparable to having Magic Initiate feat, or, with the 5e approach, NPCs with whatever custom abilities the DM needs them to have. Magic item creation is still limited to artificers, House Cannith and more capable casters, whether more talented magewrights, dragonmarked specialists working for various houses or actual mages.

Mjolnirbear
2017-04-30, 10:03 PM
It actually makes sense that the more complicated magic experiments would be part of the magic item creation process. That would allow basic and temporary tinkers, like, oh, a clockwork bird, accessible to more people.

Since tinkering is experimental, it means theyre not using a formula. So a failure rate? Maybe an INT check, DC 10+spell level or as set by the DM, failure means the prototype did not work, half the mats wasted, can try again. Maybe add +1 bonus for previous efforts.

Then basic tinkers could be a simple skill check for anyone with tinker tool proficiency. Rock gnomes are considered proficient. Basic tinkers that do not move and are not magic are permanent; basic tinkers that move or are magic are temporary; basic tinkers cannot cause damage, heal, aid in a saving throw or induce a saving throw.

Edit: or basic tinkers that are magic cannot be better than a cantrip: then we can have, say, a cup warmer that is still permanent.

Edit again: we could have a third category for empowered tinkers... Tinkers Where the caster has to expend a spell slot to get an effect. Although... I guess it'd almost be like researching a new spell? And wouldn't they prefer to make it permanent like a magic item? Hmmm... The first two types are easy to add on to existing rules, but this one would need to be elaborate on.

Edit the third: I'll have to make it clear that anyone that tinkers better not sell them without House protection or Cannith will find them... Hehe

Mjolnirbear
2017-04-30, 10:41 PM
Magical experimentation (tinkering) (first draft)

Eberron is a world of experimentation and exploration. New items can be created, improved on, and bought and sold. House Cannith obviously has the stranglehold on this market, but if you belong to another House and create something suitable to their domain (such as Sending Stones for Sivis) , your House may protect its interests.

Tinkers tools
Anyone with tinker tool proficiency may indulge in basic experimentation. A basic tinker may not deal damage, heal, induce a saving throw or improve your saving throws. It may have a magic effect provided it is no stronger than a cantrip. Tinkers that move stop working after one hour. A tool proficiency check is required to make the item.

Magical Items
Magical experimentation can create magic items without a formula; however, it is more expensive and risky. Follow the rules for magic item creation; an int check DC 10+spell level (or as set by the DM) is required. Failure means you have wasted half the materials. You can try again; add a +1 bonus to your check for each failed attempt.

Empowered Tinkers
These are items that replicate magical effects stronger than a basic tinker but are not permanent. To use them, you must expend a spell slot for each use; then its function is exhausted until you can repair it during a long rest. It can replicate a magic spell or metamagic ability you know, and can be used by another caster. (hmmm... Seems easy to break... Maybe not...