0:39 Crafting magic items 1:15 Example of Crafting a Wand of Magic Missle 2:06 Crafting Material Availability 3:14 Assistance in Crafting 5:13 Artifact Crafting Exception 8:04 Magic Item Tracking Sheet 8:28 Magic Item Special Features List 9:40 Minor Property Examples 10:21 Quirks 11:53 What are Artifacts 14:35 Sentient Magic Items 16:03 Conflict with a Sentient Magic Item Mechanics 17:45 New Magic Items Art 21:45 Magic Item Prices 22:17 2014 DMG Magic Items have been revised 22:45 Magic Weapon Clarifications 26:10 Random Magic Items Table Themes 26:25 Using Themes for Monster Loot 27:14 Using Themes for PCs 28:09 Magic Items for PCs Starting at a Higher Level/For a One-Shot
Instead of the dissidents of Sigil dying by a thousand cuts, it’s just a bunch of broken arms and legs. Doomguard flying through the air in terror like they were hit by a Skyrim giant
The draw for crafting is not just the power of picking and choosing the items or the fantasy of picturing your own visuals for them, but the narrative bond you forge with them because *you* chose them and put in the effort to making them into "reality"
I would echo this and add one fact: customizability. I think there are a lot of items that are ALMOST perfect for “my” character, but with a small tweak, like weapon type or damage type or maybe you wish it was a different spell or a different ability buff. There are so few items that buff certain ability scores.
I gotta say the fact that at 26:18 they talked about linking magic item charts with monsters for loot might be one of the best things they implemented. Its one thing as a DM I have found always lacking with 5e was a clear idea of how to divy loot out from monsters.
@@kanedakrsa Flipping between multiple books or third party pdfs/ online posts isnt streamliend. Having "loot tables" or at least refrence points ON the stat block is an excellent improvement.
Through decades of D&D, Chris Perkins and James Wyatt have been two of my favorite personalities. They were so funny in this interview, clearly having a lot of fun. 🤣
No mind-blowing reveals in this, but I think it's my favourite one of these interview-style videos yet, just because of how much fun everyone's clearly having recording it.
You would need to flesh it out a bit more. Maybe it was the sword of a lawful good cleric so it heals targets that are not undead or fiend and the only way to override this ability is an opposed Wisdom check. It might even have a couple of cleric spells that it can cast or while attuned you get the benefit of the healer feat or Magic Initiate Cleric. Stuff like this is where the Magic items can go.
@@nickm9102 Would likely wait on the DMG for that :D Yeah it is bare-bones because I literally thought of it why they were talking. Not like the Mini-phylacteries hidden inside rings of regeneration that every time an adventurer kills a sentient while wearing the ring a portion is sent into healing the wearer of the ring and the soul is sent to the main Phylactery.
10:25 One of the most iconic magic items I ever gave my players was a bag of holding that every time it was opened would scream in my best Cookie Monster voice. "I AM MOUTH. MOUTH HIS HUNGRY. GIVE FOOD TO MOUTH."
I had a wand of fireball that turned a random amount of coins in my possession into potatoes. by the end of the campaign i used a bloody half eaten potato of sharpness to decapitate the bbeg and had built a cult around the potato. It was a spelljamer campaign by the way.
It's so clear that this was at the end of a long day of interviews cuz they don't get the giggles like this normally. They were all probably exhausted lol
@@Dewkageremember the new Monster Book by the Dungeon Dudes is giving us an upgraded version with higher CR that’s the Rat Prince once ascended into King status
I love how a bunch of this stuff was already in the 2014 book. They really shot themselves in the foot when they laid that one out, but also, not enough people read past the tentpole bits like the item entries and stuff. There's a lot of cool stuff in there all around the major tentpole sections.
11:25 reminds me of a magic dagger I homebrewed once. It was basically a dagger of warning that made you paranoid. Very fun on our party rogue, he was ready to pop off any waking moment and he barely slept.
When they were talking about sentient clothes. One for boots I believe will be great. The personality of the android from Hitch Hiker's Guide to the Galaxy. For a cloak of flying, any high up beat fairy but slightly annoying.
With Artifacts remember there is a Legend Lore Spell so If the item is in the game be prepared incase character casts the spell. (Also, if they go and research the Item. Research may be more in DM control of access to correct information)
I hope the crafting times are more reasonable. The reason nobody used them in the 2014 rules is because adventures rarely allow for months of downtime to craft a medium rarity item.
They seem to be leaning into the bastion manufacturing concept. Since it works on man hours I know there are many spells that would give you more hands on a project. Unseen servant, animate object, create homunculus, create magen, I would argue that the fabricate spell could get a lot of the prep work out of the way.
The genuine enthusiasm, passion, and excitement is contagious. Look forward to working a magic whispering assassin’s dagger into my game… “F***ck yooouuuu…” 🤣
I hope they fix the time component. Crafting a rare item takes 10 workweeks in XGTE. Alot of our campaigns don't go that long. And by the time you have $2000 to spend, you definitely don't have enough time. Generally we'll play for a year and in game about 2 months will pass.
My favorite would be enhanced material components. Like you cast a summon spell with this very expensive variation of its normal component and the summon is cast at a higher effective level.
I would like a suggeston table, what Materials in particular are needed for commen or rare items. Just saying "I buy everything with gold in a big city" is pritty boring. This would be great for different side quests. And the DM could let the players find random Materials where the players can see, what they could craft with it.
So we are not getting clearer pricing on items your just making the very vague and not so helpful table easer to fine? The broad stroke of 500 to 5000 for the same level of rarity isnt super helpful.
I feel there needs to be more magical items that come it sets, currently we have the Eye and Hand of Vecna, the card sets, and other wonderous items. Here is some examples of magic items that come in sets. "The Sword and Shield of Terror" the shield causes fear and the sword has advantage on attacks against terrified targets. "The Dual Scimitars of the Sea" while apart, they are just +1 scimitars, but together, they have the ability to pull or push creatures before or after you attack them. "Demon Rings." Each ring controls a demon that you can summon as an action and can control as an bonus action and if you wear more than one demon ring, you can summon all of them as an action and control all of them as a bonus action.
You missed another potential creating sets where being attuned to the particular item while wearing another gives you the benefit of the other item. It a themed set Elmenster's adventuring gear: a hat of Wizardry, broach of shielding, ring of spell storing, staff of power, Robes of the Archmagi that while attuned to the item of highest rarity and wearing the other items you gain their benefits. Maybe add a minor property to each one or slightly boost the items properties (Ex. Maybe his Staff of Power has 30 charges instead of 20 or the ring of spell storing can hold 9 spell levels instead of 5 or the hat of Wizardry doesn't have the once per day limit.)
@@nickm9102 There is the Hammer of Thunderbolts (a classic from at least 2nd) which requires both Gauntlets of Ogre Power and a belt of Giant Strength. Compared to the 3.5 version, I think they nerfed the Hammer of Thunderbolts so hopefully they put it back on tier with 3.5 along with the other two items.
I knew about Monty Hall (basically because of the Monty Hall problem), but I had to look up what a hurdy-gurdy was ("a musical instrument that is played by turning a handle, causing a small wheel to be rubbed against a set of strings").
Aw man! When Chris and James started riffing on the venom dagger I felt like we got a sneak peak of the writers' table at WotC. I need more of these two being spontaneously creative and silly.
1:25 is literally an Artificer ability. Artificer was more about crafters finding inventive ways to create magic, not just guns and robots. Just because they are more prominent in Eberron doesn't mean an alchemist (legit subclass) couldn't exist in Greyhawk. Artificer also get their subclass at level 3 anyway so it wouldn't be too difficult to bring into 2024. bring back Artificer
Made a rod of alertness that when it went off it was a screaming goat. Worse part is it didn't stop until the danger was over. Oz is famous for quirky items lol
22:05 "That (information about pricing) was actually in the 2014 DMG as well, we've just done a better job at surfacing it" So, still no actual prices, just some random number generators for price ranges that have little to nothing to do with the actual usefulness of the items? Because that's all the 2014 DMG had.
Seeing you three nerds taking such delight in your improv scene about a sentient pair of boots is a brilliant reminder of what this game is all about: goofball shenaniganery along friends.
I kind of wish they'd taken a different approach and gone for more of a system for making magic items baked into it for at least more standard ones. I really liked how easy it was to figure things out for gear with 3.5 in creating things
The game has needed good crafting rules and good home base rules for years. I am glad they are finally making this a priority and putting them in the core books.
I think the draw of crafting magical items is also about flexibility and mastery. It's the fantasy of being a master. It's flexible because you can acquire virtually any imaginable ability and tag it onto your character as a defining trait, but also because, like Iron Man, when you can craft the item yourself, it's less about the item and more about the character. Stealing the item then does no good long term because they could just make another one. The item is now part of the character in a truly fundamental way.
I understand needing arcana for the arcane based magic items but what about the more divine based ones like the classic Rod\Mace of Disruption? What about the holy avenger? Both of those are more divine based instead of arcane caster.
Religion proficiency is tied to stuff like remembering details on a god's worship and knowledge in the skill might infer you know what a religion's rituals may look like and how to do them, it doesn't give you knowledge on how to weave magic into an item, a paladin could forge a holy avenger but they must have knowledge of how to infuse their magic into an object which comes from their capabilities as a paladin combined with knowledge in the arcana skill
I have had a maul called "Maul of the fiery Anvil" in the games I run for years now that causes sparks and made a loud CLANG when it hit targets. I guess I was already using the loud property before it was in the books lol. Also my son had a character that used a Hurdy-gurdy years a go after seeing them played on youtube.
I once built a Maul of Door Shattering. A +3 Weapon (but only against doors) seven charges to cast Shatter up to fifth level, on hit. My barbarian hated doors, beaded curtains are the superior portal entrance!
At 15:15 sentient items. We have a sentient flying carpet named Welken, and all he wants is to be beautiful and admired, yet we have him hidden most of the time so as not to bring us too much attention. He is also a workhorse as he's getting us out of sticky situations, and gets dirty and torn regularly. Thank goodness I have the cantrip Mending. LOL
Although they said "Usually you want the DM to be Sauron and not the players, so you cannot create artefacts" I wish that there was something for it. They introduced the idea of playing beyond level 20 with epic boons in the 2024 book, what if instead of getting your Boons inherently, you are making an artefact that grants you them while being a lesser magical item in the hands of anyone else? So if you end up being a level 40 character 10 years from now, taking a heel turn to villainy and deciding to dominate the world - you can have your legendary artefact relic thing like the One Ring that becomes synonymous with your historic power. Should a person want to defeat you, they would want to wrestle that power from you, then obviously destroy it so you 'lose' those boons. Or perhaps they would turn it against you and foolishly bring it back to its owner... Just feel like with one more step in the process for Boons and Magic Item creation and you have your Dark Lord of the Rings implemented perfectly well.
So for those who want crafting to be linked to quests: isn’t it better to cater them to the campaign? Fire-breathing could require you save vs fire trap or breath weapon to catch it in a bottle, while potion of invisibility requires you steal a scrap from a ghost’s shroud, maybe cutting it with a radiant knife, but these might be more useful as suggestions for DMs rather than specific mechanical formulas, so they can match what is in the campaign, or the nature of its magic - consider the difference between old-world brewing basilisk tongues vs capturing magitech sprites inside the machine, or even sci-fantasy eldritch codes on your crystal computer…
I was hoping that at least the special properties of magic items (if not items themselves) required players to harvest components from certain monsters. I would love to see a listing of what parts would grant what abilities. So many other systems include this and it's very cool.
Pretty sure wands cast the spell FOR you (like a gun) hence their DC, while Staves have charges but channel your own power hence you use your personal DC.
I made Mordenkainen's spellbook into a sentient artifact. I haven't published it on DnD beyond just yet since I want to polish it up, but it is a Character. Imagine a book that can fly, is picky about what other books it is shelves with, and will actively deshelve books it doesn't like.
Hope we see notes about what school(s) of magic shows up with Detect Magic. Some items are easy to determine because they specifically let you use a spell. Other's aren't so obvious.
Sometimes legendary items are much stronger than artifacts, for example The Moon blade or Black Razor. Artifacts always have those negative effects that don't really make sense if the artifact doesn't come from evil sources, why would you have detrimental effects. not to mention how lazy are the tables with beneficial effects of the artifacts, which mostly just add extra spells. I wish the new DMG had more effects like those that add +1ac or heal you 1d6 per round (really powerful stuff that won't totally break the game in such a way that it is unplayable ).
One thing I have been curious about, but was not discussed here is how magic weapons interact with the new Weapon Mastery system - like are there magic weapons that use a different mastery? magic weapons that let you apply the normal weapon mastery, and a second mastery with a single attack? are there weapons that enhance a mastery, like updating Slow to decrease a target's speed by more than the usual 10 feet, or updating Push to be able effect creatures of a larger than usual size?
@@nickm9102 right, I am curious if any new specific magic items, or "magic item types" interact with the Weapon Mastery system. Like "Flame Tongue" weapons add 2d6 fire damage, and "Viscous" weapons add extra damage on a critical hit. Are there boing to be things like "Forceful" weapons that have some interaction with the "Push" mastery?
the loot table themes seem cool but what I hope they fix with the loot tables is including all the magic items in the book. as in the 2014 book not all magic items were in the rollable tables. so if that was the only way a DM gave out loot there were many items the players would never have a possibility of seeing. many people have homebrewed new table to include everything, but it be nice to have the official tables include everything in the same book
@@lucasramey6427 they did. They alluded to it being basically the same as the current DMG. Which is basically not having a gold price. Id even say id they went uncommon items are 400 gold is still not really giving magic items a gold price as the particular items are significantly varied in power even for items of the same rarity.
Have you fixed the item rarity system? If you base it on something that's broken from the start, I have my doubts about how the whole crafting system will end up broken too.
I find it strange that they continue to lean on time spent to create magic items when so many published campaigns have so little available downtime to engage with that system. I really wish they had taken this opportunity to provide an alternative system with less downtime requirements.
I hope they improve the Claw of the Wyrm Rune. It is one of the few anti-dragon items that isn't just a weapon, but it's activated ability to give a dragon damage vulnerability for a turn at DC 13 con save is too strong with an almost impossible success rate. What dragon fails a con save except a nat 1, and even then, you had to drop 3 legendary resistances first.
I remember playing Everquest and they introduced crafting but it was almost impossible to craft things that weren't even magical or were low level magic items. It got boring creating anything due to the whole process
Players don’t have as much fun playing dungeons & dragons as these guys had just talking to each other on this one. Did the guys have beers before tor during filming?
@@LexyLexer the 2014 DMG gives you prices by rarity already. What everyone wants is what they did with 3.5 give a specific, per item, gold cost not common 50-100, uncommon 101-500, rare 501-5000, very rare 5001-25000, legendary 25001+, with consumables at half value.
@@nickm9102 I would also love each already established item to have a mechanical recipe, like in Pathfinder and 3.5. You need X spell, X amount of gold, and X special ingredient. It just makes life easier to not have to come up with everything (and, like any rule, can always be ignored if you don't want to use it).
0:39 Crafting magic items
1:15 Example of Crafting a Wand of Magic Missle
2:06 Crafting Material Availability
3:14 Assistance in Crafting
5:13 Artifact Crafting Exception
8:04 Magic Item Tracking Sheet
8:28 Magic Item Special Features List
9:40 Minor Property Examples
10:21 Quirks
11:53 What are Artifacts
14:35 Sentient Magic Items
16:03 Conflict with a Sentient Magic Item Mechanics
17:45 New Magic Items Art
21:45 Magic Item Prices
22:17 2014 DMG Magic Items have been revised
22:45 Magic Weapon Clarifications
26:10 Random Magic Items Table Themes
26:25 Using Themes for Monster Loot
27:14 Using Themes for PCs
28:09 Magic Items for PCs Starting at a Higher Level/For a One-Shot
2:24 I imagine the "City of Seagal" is pretty much the same as Sigil, but with the Lady of Pain replaced by Steven Seagal. Pretty terrifying.
Instead of the dissidents of Sigil dying by a thousand cuts, it’s just a bunch of broken arms and legs. Doomguard flying through the air in terror like they were hit by a Skyrim giant
No, the Lady of Pain is his wife.
bwahahahhahhaa
Katey Sagal as Peggy Bundy
this is even funnier cause in our homegame strahd is basically steven seagal cause of how similar he looks to young steven seagal XDDDD
The draw for crafting is not just the power of picking and choosing the items or the fantasy of picturing your own visuals for them, but the narrative bond you forge with them because *you* chose them and put in the effort to making them into "reality"
I would echo this and add one fact: customizability.
I think there are a lot of items that are ALMOST perfect for “my” character, but with a small tweak, like weapon type or damage type or maybe you wish it was a different spell or a different ability buff. There are so few items that buff certain ability scores.
@@ElocNodnarb absolutely!
sly flourish did a really good dive into crafting in this weeks podcast recommend checking it out
I gotta say the fact that at 26:18 they talked about linking magic item charts with monsters for loot might be one of the best things they implemented. Its one thing as a DM I have found always lacking with 5e was a clear idea of how to divy loot out from monsters.
My brother in christ, as a DM you have so much streamlined for you, what else is there to cogitate?
@@kanedakrsa Flipping between multiple books or third party pdfs/ online posts isnt streamliend. Having "loot tables" or at least refrence points ON the stat block is an excellent improvement.
Through decades of D&D, Chris Perkins and James Wyatt have been two of my favorite personalities. They were so funny in this interview, clearly having a lot of fun. 🤣
No mind-blowing reveals in this, but I think it's my favourite one of these interview-style videos yet, just because of how much fun everyone's clearly having recording it.
So true. They have to market, but having fun with it and showing how much they love it is great
The Pi-rat joke went over a lot of heads but I loved it
I missed Chris Perkins’s signature style and thought processes in the PHB overview, but I see it’s alive and well in the DMG!
17:38 this kind of artifact popped into my head, a lawful good sword that bonds to evil characters and is cursed...the swords name, Redemption!
You would need to flesh it out a bit more. Maybe it was the sword of a lawful good cleric so it heals targets that are not undead or fiend and the only way to override this ability is an opposed Wisdom check. It might even have a couple of cleric spells that it can cast or while attuned you get the benefit of the healer feat or Magic Initiate Cleric. Stuff like this is where the Magic items can go.
@@nickm9102 Would likely wait on the DMG for that :D
Yeah it is bare-bones because I literally thought of it why they were talking.
Not like the Mini-phylacteries hidden inside rings of regeneration that every time an adventurer kills a sentient while wearing the ring a portion is sent into healing the wearer of the ring and the soul is sent to the main Phylactery.
I love the charming atmosphere of this videos. They much more fun when there are less formality and more like "friends talk about favourite game".
10:25 One of the most iconic magic items I ever gave my players was a bag of holding that every time it was opened would scream in my best Cookie Monster voice. "I AM MOUTH. MOUTH HIS HUNGRY. GIVE FOOD TO MOUTH."
I had a wand of fireball that turned a random amount of coins in my possession into potatoes. by the end of the campaign i used a bloody half eaten potato of sharpness to decapitate the bbeg and had built a cult around the potato. It was a spelljamer campaign by the way.
I Love the humor they have! this is great! so much joy!
It's so clear that this was at the end of a long day of interviews cuz they don't get the giggles like this normally. They were all probably exhausted lol
When they were talking about the talking boots and none of them could pull it together made me laugh so hard
He is the Rat King. He lives in the shadows. He will deliver us from our grief. He will show us the light.
The real magic item is the faith in our hearts 🐀
May the rat king show us the way through the ever expanding void
Hail the Rat King
i prefer the rat prince yes yes yes
@@Dewkageremember the new Monster Book by the Dungeon Dudes is giving us an upgraded version with higher CR that’s the Rat Prince once ascended into King status
I remember back in AD&D a sentient item had "ego" and you had a table you could roll stats for it too.
Bob yelling at his sword. Wizard - "Trouble with your sword?" Bob - "No, why do you ask?"
“Bob, you’re embarrassing me in front of the wizards.”
The "Don't tread on me" joke. LMFAO
Potion of invisibility reminds me of the illustration of the invisible stalker in the 2nd edition MM :)
I love how a bunch of this stuff was already in the 2014 book. They really shot themselves in the foot when they laid that one out, but also, not enough people read past the tentpole bits like the item entries and stuff. There's a lot of cool stuff in there all around the major tentpole sections.
I’m glad they address that the quirk tables are in 5.14 DMG. one of my favorites.
11:25 reminds me of a magic dagger I homebrewed once. It was basically a dagger of warning that made you paranoid. Very fun on our party rogue, he was ready to pop off any waking moment and he barely slept.
i'm watching 3 guys nerding out over D&D magic items - happy days!
oh! I painted so many of these items! It's gorgeous to see how the art turned out in the book! :)
I would’ve loved to see in the magic item section an image title signifying the potion of invisibility but it’s just a blank space above it
You're close, it's a picture of an "empty" vial.
When they were talking about sentient clothes. One for boots I believe will be great. The personality of the android from Hitch Hiker's Guide to the Galaxy. For a cloak of flying, any high up beat fairy but slightly annoying.
11:11 best part.
With Artifacts remember there is a Legend Lore Spell so If the item is in the game be prepared incase character casts the spell. (Also, if they go and research the Item. Research may be more in DM control of access to correct information)
the DMG is olooking really good so far
I hope the crafting times are more reasonable. The reason nobody used them in the 2014 rules is because adventures rarely allow for months of downtime to craft a medium rarity item.
They seem to be leaning into the bastion manufacturing concept. Since it works on man hours I know there are many spells that would give you more hands on a project.
Unseen servant, animate object, create homunculus, create magen, I would argue that the fabricate spell could get a lot of the prep work out of the way.
The genuine enthusiasm, passion, and excitement is contagious. Look forward to working a magic whispering assassin’s dagger into my game… “F***ck yooouuuu…” 🤣
Watching other nerds having fun really makes me happy
I hope they fix the time component. Crafting a rare item takes 10 workweeks in XGTE. Alot of our campaigns don't go that long. And by the time you have $2000 to spend, you definitely don't have enough time. Generally we'll play for a year and in game about 2 months will pass.
I would have to make an artificer, if I wanted to make magic items. Not being limited is going to be a breath of fresh air.
Crafting magic items rules is so cool. Wizards should create competitions to bring most voted fandom custom magic itens to the game
My favorite would be enhanced material components. Like you cast a summon spell with this very expensive variation of its normal component and the summon is cast at a higher effective level.
9:18 When we were little, my younger brother always played a dwarf fighter named Bob.
I would like a suggeston table, what Materials in particular are needed for commen or rare items. Just saying "I buy everything with gold in a big city" is pritty boring. This would be great for different side quests. And the DM could let the players find random Materials where the players can see, what they could craft with it.
So we are not getting clearer pricing on items your just making the very vague and not so helpful table easer to fine? The broad stroke of 500 to 5000 for the same level of rarity isnt super helpful.
"More people means fewer hours" if only that would be the case in real life.
It's said about coding: "3 people can do in 3 months what 1 person can do in 1 month".
Though 2 people can probably bake a cake faster than 1.
I feel there needs to be more magical items that come it sets, currently we have the Eye and Hand of Vecna, the card sets, and other wonderous items.
Here is some examples of magic items that come in sets.
"The Sword and Shield of Terror" the shield causes fear and the sword has advantage on attacks against terrified targets.
"The Dual Scimitars of the Sea" while apart, they are just +1 scimitars, but together, they have the ability to pull or push creatures before or after you attack them.
"Demon Rings." Each ring controls a demon that you can summon as an action and can control as an bonus action and if you wear more than one demon ring, you can summon all of them as an action and control all of them as a bonus action.
You missed another potential creating sets where being attuned to the particular item while wearing another gives you the benefit of the other item. It a themed set
Elmenster's adventuring gear: a hat of Wizardry, broach of shielding, ring of spell storing, staff of power, Robes of the Archmagi that while attuned to the item of highest rarity and wearing the other items you gain their benefits. Maybe add a minor property to each one or slightly boost the items properties (Ex. Maybe his Staff of Power has 30 charges instead of 20 or the ring of spell storing can hold 9 spell levels instead of 5 or the hat of Wizardry doesn't have the once per day limit.)
@@nickm9102 There is the Hammer of Thunderbolts (a classic from at least 2nd) which requires both Gauntlets of Ogre Power and a belt of Giant Strength. Compared to the 3.5 version, I think they nerfed the Hammer of Thunderbolts so hopefully they put it back on tier with 3.5 along with the other two items.
Please PLEASE tell me the BAG OF HOLDING art actually resembles the item now
I knew about Monty Hall (basically because of the Monty Hall problem), but I had to look up what a hurdy-gurdy was ("a musical instrument that is played by turning a handle, causing a small wheel to be rubbed against a set of strings").
Aw man! When Chris and James started riffing on the venom dagger I felt like we got a sneak peak of the writers' table at WotC. I need more of these two being spontaneously creative and silly.
I don't recall the Magic Item prices been in DMG 2014, which was one of the problem with DMG 2014.
I hope that they intend to recategorize a lot of the items in the book that are listed as Legendary but are clearly Artifacts.
1:25 is literally an Artificer ability. Artificer was more about crafters finding inventive ways to create magic, not just guns and robots. Just because they are more prominent in Eberron doesn't mean an alchemist (legit subclass) couldn't exist in Greyhawk. Artificer also get their subclass at level 3 anyway so it wouldn't be too difficult to bring into 2024. bring back Artificer
This is why the Artificer is NOT in the PHB; they must redesign the class.
As a dm and a player who loves crafting I am excited for this dmg
James Wyatt is amazing and I love this. Very excited for this book now
It is nice to see your laughter.
Made a rod of alertness that when it went off it was a screaming goat. Worse part is it didn't stop until the danger was over. Oz is famous for quirky items lol
Let's be honest - the Hand and Eye of Vecna are basically analogs for The One Ring.
22:05 "That (information about pricing) was actually in the 2014 DMG as well, we've just done a better job at surfacing it"
So, still no actual prices, just some random number generators for price ranges that have little to nothing to do with the actual usefulness of the items? Because that's all the 2014 DMG had.
Seeing you three nerds taking such delight in your improv scene about a sentient pair of boots is a brilliant reminder of what this game is all about: goofball shenaniganery along friends.
These three are great together, I am thoroughly enjoying this content
I kind of wish they'd taken a different approach and gone for more of a system for making magic items baked into it for at least more standard ones. I really liked how easy it was to figure things out for gear with 3.5 in creating things
The game has needed good crafting rules and good home base rules for years. I am glad they are finally making this a priority and putting them in the core books.
Man there a having such a good time, it's contagious. I think this is best one yet, at least vibe-wise
I think the draw of crafting magical items is also about flexibility and mastery. It's the fantasy of being a master. It's flexible because you can acquire virtually any imaginable ability and tag it onto your character as a defining trait, but also because, like Iron Man, when you can craft the item yourself, it's less about the item and more about the character. Stealing the item then does no good long term because they could just make another one. The item is now part of the character in a truly fundamental way.
I understand needing arcana for the arcane based magic items but what about the more divine based ones like the classic Rod\Mace of Disruption? What about the holy avenger? Both of those are more divine based instead of arcane caster.
Religion proficiency is tied to stuff like remembering details on a god's worship and knowledge in the skill might infer you know what a religion's rituals may look like and how to do them, it doesn't give you knowledge on how to weave magic into an item, a paladin could forge a holy avenger but they must have knowledge of how to infuse their magic into an object which comes from their capabilities as a paladin combined with knowledge in the arcana skill
I'm really looking forward to getting this book.
They best interview! We love you Tod!
I have had a maul called "Maul of the fiery Anvil" in the games I run for years now that causes sparks and made a loud CLANG when it hit targets. I guess I was already using the loud property before it was in the books lol. Also my son had a character that used a Hurdy-gurdy years a go after seeing them played on youtube.
The SInister Whispering Dagger sounds AWESOME!
I once built a Maul of Door Shattering. A +3 Weapon (but only against doors) seven charges to cast Shatter up to fifth level, on hit. My barbarian hated doors, beaded curtains are the superior portal entrance!
Props to Chris Perkins for being the only one out of all 3 of them to pronounce Sauron properly.
At 15:15 sentient items. We have a sentient flying carpet named Welken, and all he wants is to be beautiful and admired, yet we have him hidden most of the time so as not to bring us too much attention. He is also a workhorse as he's getting us out of sticky situations, and gets dirty and torn regularly.
Thank goodness I have the cantrip Mending. LOL
Although they said "Usually you want the DM to be Sauron and not the players, so you cannot create artefacts" I wish that there was something for it.
They introduced the idea of playing beyond level 20 with epic boons in the 2024 book, what if instead of getting your Boons inherently, you are making an artefact that grants you them while being a lesser magical item in the hands of anyone else?
So if you end up being a level 40 character 10 years from now, taking a heel turn to villainy and deciding to dominate the world - you can have your legendary artefact relic thing like the One Ring that becomes synonymous with your historic power.
Should a person want to defeat you, they would want to wrestle that power from you, then obviously destroy it so you 'lose' those boons. Or perhaps they would turn it against you and foolishly bring it back to its owner... Just feel like with one more step in the process for Boons and Magic Item creation and you have your Dark Lord of the Rings implemented perfectly well.
While we may not want players to be 'Sauron' it would be so much fun to be able to craft cursed items.
So for those who want crafting to be linked to quests: isn’t it better to cater them to the campaign? Fire-breathing could require you save vs fire trap or breath weapon to catch it in a bottle, while potion of invisibility requires you steal a scrap from a ghost’s shroud, maybe cutting it with a radiant knife, but these might be more useful as suggestions for DMs rather than specific mechanical formulas, so they can match what is in the campaign, or the nature of its magic - consider the difference between old-world brewing basilisk tongues vs capturing magitech sprites inside the machine, or even sci-fantasy eldritch codes on your crystal computer…
they laughed so much, and I with them. Three DMs chilling, I love this.
I am so gonna make a sentient hat, called the pointy hat, it’s a chaotic evil hat.
I was hoping that at least the special properties of magic items (if not items themselves) required players to harvest components from certain monsters. I would love to see a listing of what parts would grant what abilities. So many other systems include this and it's very cool.
Pretty sure wands cast the spell FOR you (like a gun) hence their DC, while Staves have charges but channel your own power hence you use your personal DC.
I made Mordenkainen's spellbook into a sentient artifact. I haven't published it on DnD beyond just yet since I want to polish it up, but it is a Character.
Imagine a book that can fly, is picky about what other books it is shelves with, and will actively deshelve books it doesn't like.
And these are the rules I would use with my artificer
IF I HAD ONE!
Now EVERYONE can create such things if they have the arcana skill and required magical spell instead of just one class.
James Wyatt at his peak today.
Hope we see notes about what school(s) of magic shows up with Detect Magic. Some items are easy to determine because they specifically let you use a spell. Other's aren't so obvious.
0:25 Trade Bars are not new? They where in 5e...
When making a magic item, you have to have the spell. Do you need to have the spell prepared or could you use a spell scroll of that spell?
The invisible ink in King's Quest was an empty bottle when you found it.
Sometimes legendary items are much stronger than artifacts, for example The Moon blade or Black Razor. Artifacts always have those negative effects that don't really make sense if the artifact doesn't come from evil sources, why would you have detrimental effects. not to mention how lazy are the tables with beneficial effects of the artifacts, which mostly just add extra spells. I wish the new DMG had more effects like those that add +1ac or heal you 1d6 per round (really powerful stuff that won't totally break the game in such a way that it is unplayable ).
One thing I have been curious about, but was not discussed here is how magic weapons interact with the new Weapon Mastery system - like are there magic weapons that use a different mastery? magic weapons that let you apply the normal weapon mastery, and a second mastery with a single attack? are there weapons that enhance a mastery, like updating Slow to decrease a target's speed by more than the usual 10 feet, or updating Push to be able effect creatures of a larger than usual size?
I would expect that any interactions like that will be noted per item otherwise the weapon type decides the properties used.
@@nickm9102 right, I am curious if any new specific magic items, or "magic item types" interact with the Weapon Mastery system.
Like "Flame Tongue" weapons add 2d6 fire damage, and "Viscous" weapons add extra damage on a critical hit.
Are there boing to be things like "Forceful" weapons that have some interaction with the "Push" mastery?
These sound like a lot of good changes. Particularly all the tables to give flavor to the more simple magic items.
That was in the 2014 DMG on pages 142-143
I will say it's good that they put back prices for magic items and crafting rules.
the loot table themes seem cool but what I hope they fix with the loot tables is including all the magic items in the book.
as in the 2014 book not all magic items were in the rollable tables. so if that was the only way a DM gave out loot there were many items the players would never have a possibility of seeing.
many people have homebrewed new table to include everything, but it be nice to have the official tables include everything in the same book
Really sad that we are not getting actual prices for the magic items. It's unfortunate.
At no point in this video did they say magic items wouldn't have a gold price
@@lucasramey6427 they did. They alluded to it being basically the same as the current DMG. Which is basically not having a gold price. Id even say id they went uncommon items are 400 gold is still not really giving magic items a gold price as the particular items are significantly varied in power even for items of the same rarity.
Have you fixed the item rarity system? If you base it on something that's broken from the start, I have my doubts about how the whole crafting system will end up broken too.
Favorite Sentient Item: Bob the skull from the Dresden files.
I find it strange that they continue to lean on time spent to create magic items when so many published campaigns have so little available downtime to engage with that system.
I really wish they had taken this opportunity to provide an alternative system with less downtime requirements.
Lol the sinister whisper is definitely going into my next session. 😂
10:30 On a crit: **taco bell bong**
17:34 **Sonic and the Black Knight flashbacks** "You are the chosen one? You are but a squire"
I hope they improve the Claw of the Wyrm Rune. It is one of the few anti-dragon items that isn't just a weapon, but it's activated ability to give a dragon damage vulnerability for a turn at DC 13 con save is too strong with an almost impossible success rate. What dragon fails a con save except a nat 1, and even then, you had to drop 3 legendary resistances first.
I remember playing Everquest and they introduced crafting but it was almost impossible to craft things that weren't even magical or were low level magic items. It got boring creating anything due to the whole process
Players don’t have as much fun playing dungeons & dragons as these guys had just talking to each other on this one. Did the guys have beers before tor during filming?
Just release the freaking DM guide already!!!
Loud Property but it makes the target Wilhelm Scream.
But... do the magical items have prices?
Hopefully the treasurer chapter gives a more specific range or exact price.
He says the treasures chapter will say what items cost if the dm says they are available.
It does by rarity
@@LexyLexer the 2014 DMG gives you prices by rarity already. What everyone wants is what they did with 3.5 give a specific, per item, gold cost not common 50-100, uncommon 101-500, rare 501-5000, very rare 5001-25000, legendary 25001+, with consumables at half value.
@@nickm9102 I would also love each already established item to have a mechanical recipe, like in Pathfinder and 3.5. You need X spell, X amount of gold, and X special ingredient. It just makes life easier to not have to come up with everything (and, like any rule, can always be ignored if you don't want to use it).
everything showed here was exciting
Pre-ordered
can you upgrade your weapon using the crafting? because my character use a sword which was his father and I don't want to change it with a other
My goal has always been for my players to wield weapons and those weapons to *become* legendary in the process.