Nimble Gnome Crafting


The following is an initial draft for an expansion to my Epic Gnomish Inventing guide available from the DMs Guild. These are rules for crafting non-magical items in Dungeons and Dragons 5e. I'm currently play testing these rules on Time2TableTop's Infinity Tower series where I play Theophraxis, a gnome gunslinger.

I'm posting the rules here for play testing and constructive feedback. Ultimately, I'll make improvements based on your comments and post the completed product on the DMs Guild.

Nimble Gnome Crafting

The Fraslins-Glinder method as taught in Epic Gnomish Inventing single-handedly injected a much needed dose of stability into the otherwise unpredictable (and some would say chaotic) world of gnome tinkercraft. Workshops adopting the process saw increases in productivity and improvements in quality while experiencing a decrease in non-fatal mishaps. More importantly, folks who only a few years before would have preferred rotting in the Shadowfell over coming anywhere near a gnome burrow were suddenly seeking out tinkers.

Some in the business called it a golden age.

That enthusiasm didn't last among tinkers. Many gnomes began to deplore the rigidity of the approach. They longed for the good old days when they could throw together whatever was on hand and hope for the best. The loudest protests came from adventuring tinkers who could never quite find enough time between long journeys, dungeon delves, and recovery to build the gadgets that would most benefit them in their time of need. Another change was needed.

The Nimble Approach

The nimble approach started as a way to jam a little of the freewheeling, build-from-the-hip disorder of the past back into the craft. Adherents benefit from the principles detailed in Epic Gnomish Inventing in just a fraction of the time and cost. The results, however, are less stable. This is a shortcoming many gnomes are willing to accept. In fact, they embrace it. That's why builders who follow the nimble approach proudly refer to their creations as prototypes.

Creating a Gadget Prototype

The nimble approach continues with the two general phases outlined in Epic Gnomish Inventing:
  • Conception
  • Construction

Conception Phase

Because the nimble approach focuses on getting something built, the Conception phase is practically eliminated. Complete the phase with these differences:
  1. You neither need to spend time on nor make a roll for designing the prototype.
    You are essentially designing as you build.
  2. You still must create the data sheet for the prototype, set abilities, choose features, and complete the cost and weight calculations.
    Set the prototype's Reliability to 0. You can never improve this score.
    Set the prototype's Charges to 1. You can never improve this score.
  3. Indicate that your gadget is a prototype.

Construction Phase

After completing the Conception Phase (basically once the data sheet is done) you can begin building the prototype. Complete this phase with the following differences:
  1. Spend a number of hours in this phase equal to the Build DC of the prototype. 
  2. At the end of this period, pay an amount of gold equal to half its Build Cost.
  3. Succeed at a Dexterity ability check against the prototype's Build DC.
    Add both your Dexterity ability bonus and Tinker Tools proficiency to this roll.
    Upon a success, your prototype is built.
    Upon a failure, a new roll can be made once per hour until a success is scored. For every re-roll, spend an amount of gold equal to the parts kit cost for the gadget.

Using a Gadget Prototype

When you use a prototype you must still activate it, consume its charge, and roll to see whether it glitches. 

While you still roll a 1d20 for the glitch, the results are slightly different. 

Score : 1 - Prototype Breaks
The prototype loses its charge but does not activate. Anyone within a five foot radius of the prototype takes piercing damage equal to its current hit points, or half that upon a successful Dexterity saving throw against its Gadget Save DC. You must both repair the prototype and recharge it before it can be used again. Only one parts kit is needed for the repairs.

Score : 2 - Prototype Critically Fails
The prototype loses its charge but does not activate. Anyone within a five foot radius of the prototype takes piercing damage equal to its current hit points, or half that upon a successful Dexterity saving throw against its Gadget Save DC. You must both succeed at a Wisdom ability check against its Build DC and recharge the prototype before it can be used again. Add your Wisdom ability bonus and Tinker Tools proficiency to the Wisdom check. 

Score : 3 - Prototype Jams
The prototype expends its charge, works as expected, and then cannot be recharged until after you've made a successful Wisdom ability check against its Build DC. Add your Wisdom ability bonus and Tinker Tools proficiency to the roll. Upon success, you must also recharge it before it can be used again.

Score : 4 - Prototype Fails
The prototype expends its charge but does not activate and does not work as expected. You must recharge it before you can use it again.

Score 5 + - Prototype Activates
The prototype works as expected. You must recharge it before you can use it again.

Recharging a Prototype

Prototypes are much more fragile than a gadget built strictly following Epic Gnomish Inventing. Because of that, recharging involves a bit more work. To recharge a prototype: 
  1. Spend an hour making minor repairs and recharging the prototype.
  2. At the end of this period, pay an amount of gold equal to the recharge kit cost for the prototype.
  3. Succeed at a Dexterity ability check.
    Add both your Dexterity ability bonus and your Tinker Tools proficiency to this roll.
    Upon success, the prototype regains its charge. Upon critical success (natural 20) the prototype regains 2 charges.
    Upon failure, a new roll can be made once per hour. You must pay an amount of gold equal to the recharge kit cost for each re-roll.

Maintaining a Prototype

Prototypes are hastily built and one of a kind. In many cases they're only built for a single use. The idea of long term maintenance is anathema to this concept. Still, some gnomes expect to get more than one use out of their inventions. Go figure.

Upgrading a Prototype

You cannot upgrade a prototype.

Downgrading a Prototype

You cannot downgrade a prototype.

Repairing a Prototype

Prototypes can be repaired. Follow the rules in Epic Gnomish Inventing.

Researching a Prototype

Prototypes can be researched as explained in Epic Gnomish Inventing.

Salvaging a Prototype

Prototypes can be salvaged. The rewards, however, are diminished. Follow the rules in Epic Gnomish Inventing. You gain only one parts kit on a success and two parts kits on a critical success.

Completing a Prototype

Some gnomes will discard their prototypes out of boredom or frustration. Some will grow attached to their prototypes. Others will want to see their creation blossom into a fully realized gadget. You can do this too. Doing so puts the gadget back into the creation process as explained in Epic Gnomish Inventing. There are, of course, a few modifications to that process considering you already have something built.

Conception Phase

You must return to the Conception phase to reconsider and think through an improved design of the gadget. You can reduce the number of days needed for design by your Intelligence ability bonus due to the fact that you've already spent some effort building the prototype. All other rules still apply.

Construction Phase

Once you have your design completed, you must rebuild the gadget in a more stable form. To do so, you follow the rules described in Epic Gnomish Inventing with the following differences:
  1. Reduce the number of days needed to build the gadget by your Dexterity ability bonus.
  2. Pay half the total build cost of the gadget (because you've already paid the other half when you built the prototype). 

Creating a Parts Kit

Prototype parts kits are assembled per Epic Gnomish Inventing.

Creating a Recharge Kit

Recharging a prototype involves repairing damage caused by its activation. As such, there is no need to create a recharge kit.




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