Homebrew Mechanic: A Carver's Guide to Monster Parts
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As long as I've been playing d&d my players have been wanting to salvage trophies or crafting components from slain foes and with Monsterhunter currently taking the internet by storm these requests have only increased. Knowing the core rules were never going to be of help I decided to take a look into the 3rd party space, and while plenty of people HAD created some very thought out systems they weren't quite what I was looking for, though the results were often too specific (only dealing with monsters in a specific book, useless for anything not listed) or too fiddly (requiring lookig up multiple tables and doing lots of math, potentially taking as long as the fight itself)
What I knew I needed was a fast and lightweight system that my party could opt into whenever they felled a great foe that wouldn't require anyone at the table to keep track of the individual value of various monsterbits. As such, I (quite appropriately) salvaged what I could of all the systems I read and supplemented them with my own ideas to get something I think works quite well:
After combat with a monster, the party may attempt to salvage valuable components from their prey by making a carving roll
- The DC of the carve is set at 10+ (1/2 the creature's CR rounded down)
- A medium creature can generally be carved once, plus an additional time per size category above medium. Multiple Small and smaller creatures may be required to make up a single carve. Multiple characters may carve the same creature at once.
- Each carve (which includes preserving the part for transport) takes about an hour. Depending on the danger of the region this may provoke a random encounter as scavengers or wandering monsters are attracted by the scent of a fresh kill.
- The roll used depends on the type of creature being carved and what the carver is looking to take. Dexterity (survival) is the go-to option, but arcana/alchemy might be used to salvage components form an aberration or elemental, while someone seeking to trap a ghost's essence might use religion.
- Beating the DC by any multiple of 5 grants an additional monster bit per multiple (IE beat it by 10, get +2)
When carving, the character in question may choose one of the following options:
- Carving for market: The monster bit is worth 50gp X the creature's CR. This may either be sold or used as raw materials for crafting. Generally noted as Monsterbits (GP VALUE), though some notable items ( such as giant spider silk, a unicorn's horn, troll's blood) can be listed individually as some traders/quest givers will pay extra for them.
- Crafting for food: The characters gain provisions of a quality equal to the monster's rarity (Cr5-8 uncommon, CR 9-12 rare etc). Some monsters make for better eating than others.
- Carving for trophy: Proof of a kill & boasting rights. Preserved to prevent spoilage but made almost useless for crafting. Trophies are generally worth less than market carves (10gp x the creature’s HD), but a collector may be willing to pay far more for them.
These rules may also be applied to looting groups of enemies, rifling through their pockets and packs for salvage and supplies.
- A group twice as large as the party counts as a large creature, where as a group three times as large as the party counts as a huge creature.
- Taking bits off fallen sapient creatures is generally thought of as "Freak Behaviour" by both authorities and lay people, and will likely get the party shunned or outlawed.