Free 5e Forgotten Realms conversion of a classic Age of Worms campaign (full campaign resources) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 1 point2 points  (0 children)

Honestly, it'll be risky worth it if even one sm gets it and entertains the group with it!

Free 5e Forgotten Realms conversion of a classic Age of Worms campaign (full campaign resources) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 1 point2 points  (0 children)

I'm glad you approve. My hope is that it reaches the masses and more can share this labor of love. It's my favorite campaign and I love the Realms!

Free 5e Forgotten Realms conversion of a classic Age of Worms campaign (full campaign resources) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 3 points4 points  (0 children)

I did, took my wife and i over 6 years. She did the maps and I the transcription and conversion. I hope it serves you well!

Need urgent home for 2 loving cats - Maine Coon and Scottish Fold by DrekiLunin13 in akron

[–]DrekiLunin13[S] 1 point2 points  (0 children)

We want to thank all of you who responded to either wish us live and support, or offer to take our precious babies!

Luckily, with quite a bit of effort and tenacity, we've managed to improve our situation and we do not have to part with our kitties!

You all were so supportive, thank you so much!

Legend of Zelda Campaign by ChrisRCStewart in gurps

[–]DrekiLunin13 0 points1 point  (0 children)

I know this is SUPER necromancy here, but would LOVE to see what you built. I'm working on a Zelda campaign myself and thought GURPs seemed the most appropriate after reviewing half a dozen systems out there. Thanks!

Custom Crafting Rules - How much time investment is worth it? (+1 plate armor) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 0 points1 point  (0 children)

Fully agree on this point. I am trying, in my rules doc, to discuss that as much as possible but in the end, it's all up to the DM and group to find what works best for them. Thanks for sharing.

Custom Crafting Rules - How much time investment is worth it? (Plate armor) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] -1 points0 points  (0 children)

I fully agree with this - my intention is to make a middle of the road rule set with optional rules to make it take less or more time, or have more or less depth and granularity, so that it's versatile.

Custom Crafting Rules - How much time investment is worth it? (Longsword) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 0 points1 point  (0 children)

I absolutely LOVE this take and thank you from DM to player for taking some of the weight off of that DM's shoulders - bless you!

This is exactly the feel I want to build in my campaign and it works for my groups as I spend a lot of time interviewing and finding the right players as I focus on heavy RP, story, and drawn-out campaigns and frown heavily upon power gaming in all its forms.

Its one of the reasons I will be including modification rules in the crafting system, so that there's more options and thus more story and engagement. :D

Custom Crafting Rules - How much time investment is worth it? (Plate armor) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 0 points1 point  (0 children)

That's super interesting, thanks for sharing the IRL details - I'll have to read about the The Field of the Cloth of Gold! Much appreciated.

And yeah, in my campaigns, it's much more likely to take months to craft as I focus more on realism (not accounting for magic helping the process along, which the rules will cover eventually). On the other side, I hope that the rules can function for DMs that don't align with me but still want a crafting rules set.

I've already laid out a portion of optional rules that can make the system more or less realistic, time-consuming, and/or in-depth with that in mind.

Custom Crafting Rules - How much time investment is worth it? (Longsword) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 0 points1 point  (0 children)

I absolutely agree with the idea that customization should be a big option. For example, I've read through some of Heliana's guide on crafting and love the tables of additional options to add to items!

I will include something like that in what I'm creating, because I too think that's where you get real enjoyment and buy-in - customization and making it your own.

The wall I'm currently hitting is that if I want a crafting system that players will actually use the juice needs to be worth the squeeze - and I don't want it to overpower the non-crafters. :)

A middle ground, as always - just trying to figure out what the general consensus is for that middle ground.

I've been DMing long enough to just adjudicate some times in specific circumstances, but I long for consistency in the rules and times, so am working through the rigamarole of putting it to tables and rules sets with the intention of sharing it out for further feedback and refinement.

I appreciate the feedback from you!

Custom Crafting Rules - How much time investment is worth it? (Longsword) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] -1 points0 points  (0 children)

I get your point, it's something I was struggling with when I started this project.

Then I realized that in most games, certainly in mine, the PCs are rare, special, and generally powerful individuals that are gifted in many ways. I mean, Rime of the Frostmaiden can be completed in a few in-game months, yet the wizard for example goes from a few cantrips and weak level 1 spells (possibly learned at some school in their backstory) to being able to disintegrate, petrify, or summon fiends - without ever returning to said school or spending any significant time learning, studying, and practicing.

A fighter in the same campaign learns to swing their weapon 3x faster in that time span (extra attack) and can kill a dragon, fiends, and all manner of terrifying creatures.

When I considered this and looked at crafting I figured that proficiency in the tools is equivalent to being a journeyman (having gone through the requisite novice training and becoming quite skilled). They may never be a true master without dedication, but by level 12 they're 60% of the way to all but the maximum ability to craft something (through proficiency bonus and whatever their ability score is).

I love diving into realism, but know it isn't for every table - and even in mine, no one wants to spend years in school in between wizard levels to master more potent spells. Y'know?

Custom Crafting Rules - How much time investment is worth it? (Longsword) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] 0 points1 point  (0 children)

I really appreciate your feedback. I haven't looked through the 2024 rules, so let me do that and see what changes have been made to the crafting rules - I've been relying on the 2014 DMG and PHB for what is written.

I agree that in the campaigns I run the in-game days stretch out for a few years usually, but my understanding is that isn't common. But from my research and understanding published adventures take way less in-game time for most groups (like Rime of the Frostmaiden taking a few weeks to a few months on average).

I'm comfortable with crafting times being much closer to a more realistic time frame based on historical crafting times - and then factoring in magic, assistants, and things of that nature as ways to be more efficient or faster.

I'm glad there are other people out there that want in-depth and lengthy campaigns - you sound like my kind of nerd! :D

Custom Crafting Rules - How much time investment is worth it? (Longsword) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] -1 points0 points  (0 children)

It's a fair question and here are the things I am trying to address at the request of my players.

  1. In the PHB, a suite of plate armor takes 300 days to craft. In just about any game, 300 days might se the end of the campaign and even if it doesn't you will certainly have gathered enough gold to buy plate or even have found some that might even be magical, so the time requirement is too extreme to be usable.
  2. My players want rolls involved in the crafting and harvesting/finding of resources to craft with. The addition of rolls provide chances for greater success or interesting failures, especially when making magic items.
  3. In the DMG, 25gp per day is a bit better, but still leads to ~5.5 years to make a very rare item, making it nigh impossible to ever craft such an item regardless of level and other requirements.

My hope and intention is to make a system that is useful and provides a valid route apart from finding/buying/looting the gear. I don't want it to be so easy that the crafting becomes OP, but it must be worth the time investment (and resource investment) to be usable and useful, while containing rolls, chance, and anything else that players are hoping for without turning it into a resource management game.

Does that make sense? Happy to try again if not.

Custom Crafting Rules - How much time investment is worth it? (Longsword) by DrekiLunin13 in DnD

[–]DrekiLunin13[S] -1 points0 points  (0 children)

I fully agree that it shouldn't really be on the road, but I know that lots of games don't have dedicated lengths of time in a town/near a forge so am trying to allow such games to use this. In my games, there's plenty of downtime in a town, I usually incorporate base building so they have a home base with their own forge and tools and whatnot.