hello and welcome to DND D enhance the show where we laugh in the face of limitations and make up our own rules because we are living Gods today we are stuffing a full crafting system into DN D not because the current crafting system sucks even though it totally does but because we've also got a harvesting mechanic to go along with it letting players harness the body parts and even Souls of the creatures they defeat to craft epic magic items weapons and familiars this system appears in my book ryoko's Guide to the okai Realms out now
on Kickstarter and was first introduced in heli's guide to Monster hunting but we're going over the core rules right now but first what's wrong with the current crafting rules in DN D well to put it bluntly they don't exist the DMG crafting rules just give a cost to Whatever item you want to make based on its Rarity and a number of days that it takes to make it so it's exactly the same as just buying the item except it takes long longer there are no crafting mechanics xanathar's guide also has a section on Crafting but
the mechanics are identical it's just now you need Proficiency in the Arcana skill they tried to make it more interesting by adding complications but these are just basically six plot hooks the DM can throw at the Players while they're crafting but that's not a crafting mechanic it's just six things that could happen while the players are making stuff you could just as easily tag on a complication that one of the party gets addicted to bcore met and goes on a 7-Day long Rave a good harvesting and crafting system needs to do three things one Inspire
the DM and players to engage with the story be it seeking out a badass monster to hunt for parts training in a certain profession to craft really well or adding mechanics to the items that players craft that tell a story of their own two it needs to be more than just a merchant in Disguise it needs to have tactics and creativity involved so it is rewarding to to do three be collaborative because if we're going to put something into this game we may as well make sure everyone is having fun okay let's dive into it
and by the way there is a full PDF down below of the light version of these rules for you to use in your games immediately so make sure you grab that for reference harvesting rules let's be real you can't craft something without components where do you get components well from the monsters that you slay obviously this encourages players to seek out rare and magical beasts to murder to get their hands on their Precious Precious liver part one available components so every creature type in the game has its own harvest table like this one which tells
the DM what components are available for harvesting after the players defeat that creature for this Dragon you've got your eyes Flesh and Blood all the way down to your heart and breath sack each creature also has an Essence based on its CR the higher the CR of the creature the more powerful the essence and the more powerful items you can craft with that Essence as shown in this table for example slaying a young red dragon cr10 will let you harvest a robust Essence letting you craft a rare Magic item but hold up it is not
that easy the magic within creatures in DND D is volatile and fleeting and you have to be harvesting from them within 1 minute of you killing them otherwise the magic disappears it also takes at least 5 minutes to harvest components so even if the Party slays 10 creatures in a single encounter they're probably going to be able to harvest from two if they split up to cover more ground this rule just keeps the game going and it means the DM can throw a load of creatures at the party without worrying about giving them a billion
harvesting components finally each creature type is different right and we want to reward all our players with different skills to encourage them to get in on the action so every creature type in the game has its own Associated skill to harvest from it here's the table aberration require Arcana beasts are better handled by those good at survival celestials are easier to harvest if you're proficient in religion and if you want to cut up a human you better be good at medicine this way different players and skills will shine at different times depending on the creature
that you are harvesting from and if you want your character to be say really good at hunting and harvesting dragons you're going to want to pick up survival proficiency with that in mind let's see how this harvesting thing actually works the har harest DC so after slaying the dragon the party have to decide what components they're going to try to harvest and list them in order of preference that's important each component has a harvest DC shown in their table which describes how difficult it is to extract that component the DM calculates the final Harvest DC
by listing each component and adding together their respective DCS here's an example of how it might look if players set out to harvest a pouch of teeth two eyes the breath sound sack and a robust Essence from this one dragon now the players make a harvesting check to see what they actually get and they get everything with a cumulative lower total than their results if they' have put the breath sack first they could have grabbed that along with two eyes with the same 37 total this is why it's important you prioritize the component that you
want the most when you harvest but hold on a second what actually is a harvesting check the harvesting check represents how well you harvest components from a creature the better you do the more stuff you're going to get from your list it is formed of two different checks added together an assessment check and a carving check the assessment check is basically the knowledge needed to extract stuff it is the brain power as such it is an intelligence check you make your assessment check by Rolling 1 D20 adding your intelligence modifier and then adding your proficiency
bonus if you're proficient with the skill required to harvest from that creature the second part is the carving check this is the literal cutting up of the body to get stuff add those two checks together and bam that is your harvesting check usually you're going to want to have one player doing the assessing and another player doing the carving because if one player tries to make both checks they roll both of them at disadvantage because you're adding two checks together each with their own proficiency and ability score bonuses you can actually get some really high
harvesting checks especially by the late game but wait there is one last thing other people can help you harvest as well if a creature wants to help out but they aren't making the assessment or carving check they are considered a helper they can add their proficiency bonus to the final harvesting check if they're proficient in the skill required to harvest from that creature or half their proficiency bonus if they're not the size of the creature also impacts how many people can help as shown in this table unfortunately you can't get 10 people to harvest one
snail it's just too dang small okay I know that was a lot to take in but it's really not that bad let's summarize one kill creature two check the table to see what components you can Harvest from that creature three list the components you want in order of importance four DM adds the component DCS together like in this table five make a harvesting check by having one player assess another player carve and any other players help six you get all the stuff with a lower cumulative DC than your end result finally bigger creatures take longer
to harvest so if you're going to be carving up a teras be prepared to be hanging around for a long time okay so now that you've harvested these materials what do you actually do with them well you make awesome stuff obviously crafting mechanics so there's two elements to crafting magic items making the base item itself and then enchanting it the creation of a mundane object is called manufacturing stuffing magic inside is called enchanting manufacturing this is super simple there's a big old table with just about every mundane object you could want to make each one
shows off the tools gold and time you need to make that thing each tool also has its own Associated ability score you can use to wield them Alchemist supplies require intelligence Carpenter supplies can use strength or dexterity all you need to do then is make a manufacturing check roll the D20 add your ability score modifier and your proficiency bonus if you're proficient with those tools if you beat the DC of the item which is also listed on this table boom you're done the exciting bit is the enchanting this is the part where you juice up
a normal item with magic it's also the part where the components you harvested earlier become important to enchant an item you need three things a component harvested from a magical creature the item itself and an Essence also harvested from a creature every item in rioko's guide also includes the crafting materials needed to make it so players in GMS will will know exactly what they need to harvest to make a magic item also as we already know the CR of the creature dictates the power of its Essence and the more powerful the essence the more powerful
the items you can make the items in ryoko's guide come at different Rarity variants so if the players want to craft a breastplate of the ascendant Dragon using a frail Essence it'll be the uncommon variant if they craft using a potent Essence it'll be the very rare version Instead This Way the more powerful the creatures the players are fighting and harvesting from the more powerful gear they get as a reward the higher power level of the item also impacts how long it takes to enchant and the DC required for the enchanting check all that information
is contained in this handy little table so what actually is an enchanting check well just like with harvesting checks the creature you harvested from impacts the skill used to enchant with its components constructs use investigation plants use nature Etc unlike with harvesting however the ability score you use to enchant with is your spellcasting ability score so for wizards its intelligence for clerics its wisdom Etc if you're a non-s spellcasting class you can use an optional rule to enchant with any mental score of your choice the magic within the item comes from its ingredients not necessarily
from you if you use this optional rule then to enchant something all you need to do is spend the time required working on it this time doesn't need to be consecutive and at the end of that time make an enchanting check this is 1 D20 plus your spellcasting ability modifier plus your proficiency bonus if you're proficient in the skill that that creature type requires if that result beats the DC of the item you're trying to craft congratulations you've got it but don't worry even if you fail your time isn't wasted this is actually the coolest
part of this entire system if you fail the enchanting check the item will still be be made but depending on how much you fail by it'll get some quirky behaviors the amount of flaws a magic item has after you finish enchanting it is shown on this table so if you try to whip up a rare Magic item and you roll a six de on your check you're going to make it and it's going to have one floor if the item is Attunement the floor is only active while you're attuned to it otherwise it's active while
it's on your person rioko's guide includes a bunch of interesting quirks magic items can have building stories out of failure as much as success and there's some included in the free harvesting and crafting document lights in the description for example the scrappy feature has your magic item shout insults at strangers because it has a blood lust and wants to get you into fights or the nicop phobia feature gives your magic item a fear of the dark meaning it trembles in darkness and gives other creatures advantage on perception checks to find you of course if you
just want to make your normal magic items more interesting you can steal these flaw and give them to magic items that your players find while adventuring in the world maybe it could be a downside to a powerful magical weapon the party need to find a way to overcome or remove and yeah that's the basics of it of course all of this and more is in rioko's guide along with over 40 magic items with a bunch of different Rarity variants that you can use in your games you can also reference the PDF in the description to
use a water down version of these mechanics in your games right away at the time of recording rioko's guide is at over 1 .5 million funded and every time we reach a new Milestone we unlock more stuff to make the book better value for everyone check it out link below and on screen somewhere and yeah that's basically all I got see you next time