nakedonmyfoldin
2019-12-04, 07:55 AM
Howdy all!
A player of mine is an arcane archer and also happens to be a revenant, and wants to spend some of the time he can't sleep doing something useful. For that reason, he wanted to start crafting arrows both magical and mundane.
A cursory look at the DMG and Xanathar makes crafting seem very arduous in terms of time and cost. And its unclear as to the # of arrows created. For that reason, we're trying to figure out a good spin on these rules.
I'm not worried about a tiny bit of power increase, I just don't want him to wildly outshine the other players and my monsters due to wacky inbalance. If it helps with decision making, there is very little "downtime" in my games with regard to players waiting around in a town for a week or anything like that.
I thought it would be possible to modify Xanathar's rules, and keep the 25 g.p. cost per day of work, but possibly modify that number with an appropriate Tool proficiency roll (since these tend to be left out). A DC would be assigned depending on the complexity of the arrow. And every increment above or below the DC could increase or decrease the cost/time of crafting appropriately?
This opens the door for the inclusion of "found reagents" as well. So if he finds a particularly useful stone/metal for a given arrowhead, possibly this can improve the potency or decrease the cost of the arrows he's crafting.
Last but not least, I'm befuddled as to how many arrows should be created in a given craft attempt. He suggested 1d10+5 arrows for anything CR 1-3 (see https://www.reddit.com/r/DnDBehindTheScreen/comments/46mypn/arrow_varieties_and_prices_of/), and 1d4+int mod for anything higher CR or magical?
Any input is greatly appreciated. I know the easy answer is to stick with the rules, but due to the lack of free time during the quests it'd be interesting to implement something with more wiggle room.
Thank you!
A player of mine is an arcane archer and also happens to be a revenant, and wants to spend some of the time he can't sleep doing something useful. For that reason, he wanted to start crafting arrows both magical and mundane.
A cursory look at the DMG and Xanathar makes crafting seem very arduous in terms of time and cost. And its unclear as to the # of arrows created. For that reason, we're trying to figure out a good spin on these rules.
I'm not worried about a tiny bit of power increase, I just don't want him to wildly outshine the other players and my monsters due to wacky inbalance. If it helps with decision making, there is very little "downtime" in my games with regard to players waiting around in a town for a week or anything like that.
I thought it would be possible to modify Xanathar's rules, and keep the 25 g.p. cost per day of work, but possibly modify that number with an appropriate Tool proficiency roll (since these tend to be left out). A DC would be assigned depending on the complexity of the arrow. And every increment above or below the DC could increase or decrease the cost/time of crafting appropriately?
This opens the door for the inclusion of "found reagents" as well. So if he finds a particularly useful stone/metal for a given arrowhead, possibly this can improve the potency or decrease the cost of the arrows he's crafting.
Last but not least, I'm befuddled as to how many arrows should be created in a given craft attempt. He suggested 1d10+5 arrows for anything CR 1-3 (see https://www.reddit.com/r/DnDBehindTheScreen/comments/46mypn/arrow_varieties_and_prices_of/), and 1d4+int mod for anything higher CR or magical?
Any input is greatly appreciated. I know the easy answer is to stick with the rules, but due to the lack of free time during the quests it'd be interesting to implement something with more wiggle room.
Thank you!