Invention rules

Emiricol

Registered User
I'm looking for tinker/invention rules, preferably OGC. Anyone know of anything online that fits the bill? I need just rules or a system, not a utility.

Thanks,

Emiricol
 

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Deadlands 20 did a good job with a tinkering system, and I'll be working on an expanded version of the Arcanum schematic system for my d20 system setting, Relative Entropy. :cool:

The premise is this: devices have levels, like spells, ranging from 0 (simple machines, like inclined planes and levers) to 8 (near present day technology) with the DC to tinker them being 5 per tech level on an Assemble Device check. A new character class, the technologist (I have the specs for the class written up at home) makes use of skills like Assemble Device, Disable Device, Repair Device, Demolitions, Drive, and Pilot. What do you think?
 


Invention rules? Easy.

If you want the player to be able to make the invention in question, they can, given enough time and resources.

Otherwise, they can't.
 

The FanCC (Formerly DnDCC) with their mass of netbooks *does* have a, somewhat preliminary, version of the Netbook of Tinkering, by Curtis Bennet. Their site's in transition right now, but if you can wait a few days you might be able to pull it down. Last I checked, he had rules for creation and many pages of 'preplanned' inventions... it was quite interesting.
 



Polyhedron/Dungeon 90 had a inventor class with some decent rules that involved only spending XP and time.

But I still perfer d20 Deadlands which involved having time and materials (but not in a book keeping fashion) and a interesting, but simple skill check system.
 

I'll also check out Deadlands D20, thanks for the tip :)

Hey, JD - there's no email link on your site, and I don't think the in-site email/messaging systems are working here on the EN boards. If you like, give me a ping at emiricol@hotmail.com and we'll talk!
 

Tinkering

First off, Terraism - thanks. As the guy that *wrote* the netbook of tinkering, your comment means a lot to me.

Secondly, let me give you guys some *inside* information. I started the Netbook of Tinkering a year ago (almost to the date) and it became part of the D&D Community Council (which is now the FanCC). As a result of that work (which I spent a lot of time and effort on, and it ended up exceeding 40 pages), I was "discovered" by Thunderhead Games, who, at that time, was interested in the tinkering rules. I began working with Thunderhead Games in around March of last year on a module, of all things. We decided that we needed a city to base the module in, so we started working on the city, and neither of which had anything to do with tinkering.

But, and here's the on-topic, relevant part of this post - We took the core concept from the netbook of tinkering (that tinkering is a subset of the craft() skill with its own rules) and incorporated it into the Bluffside book, which will be out in a month or so.

The vastness of the Netbook of Tinkering, with it's technology timelines, tinkering-related discussions, and vast array of tinkered devices did not find its way into the Bluffside work (some of them did). So, it's possible that the Netbook of Tinkering might resurface again some day (the current form has many OGL violations, anyway), but in the meantime, I recommend (whole-heartedly, of course) that you check out the Tinkering rules in the Bluffside sourcebook. I think you'll find them to be realistic, logical, easy to understand, and quite portable to boot.

This is coming from the guy that, quite literally, wrote the "book" on tinkering.

If the Netbook of Tinkering comes out again, I'll use the OGC tinkering rules from the Bluffside book with which to base the foundation off of.
 

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