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submitted 1 year ago by smeg@feddit.uk to c/dndnext@ttrpg.network

I'll be DMing some more 5e soon and I want to take the opportunity to try some different ways of playing (I'll post my own suggestions as comments so they can start their own discussion threads). What alternate rules have you tried that you thought worked well? They can be larger changes to the game or little QoL tweaks (though if you can respond to the suggestion with "at this point just play [different game] instead" then that's probably more than what I'm looking for!)

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[-] dumples@kbin.social 3 points 1 year ago

I have made the following changes to Artificer since we do a lot of downtime to create magic items in my campaign. I had added a 5th level feature to reduce the time for common and uncommon and updated one at 10th level for Rare and Very Rare:

Magic Item Capable:
5th level artificer feature
You've got the initial grasp on making magical items:
If you craft a magic items with a rarity of common or uncommon, it takes you half of the normal time.

Magic Item Adept:
10th level artificer feature
You've achieved a profound understanding of how to use and make magic items.
You can attune to up to four magic items at once
If you craft a magic items with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold
If you craft a magic items with a rarity of rare or very rare, it takes you half of the normal time.

[-] smeg@feddit.uk 2 points 1 year ago

Seems reasonable, crafting items takes ages

[-] dumples@kbin.social 2 points 1 year ago

We do structured downtime so we can invest this amount of time for my campaign. But it won't work for every campaign

this post was submitted on 10 Jul 2023
26 points (100.0% liked)

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