John Out West
Explorer
One of my goals in the pursuit to create better crafts includes Artificing; magic item creation. After a few iterations, we created a version of Artificing that no longer can target and attack every creature in the world or change places with the gods, however I'm sure we missed something that will cause a catastrophic failure of the whole system. I would love if you would help me find the flaws in the system.
Artificing Theory & Balance:
Beyond the initial goal of a zero-gold system, where players don't have to buy anything to create magic items, we also wanted to make a craft that was balanced for the GM. In this case we created two drawbacks for Artificing: Thaumogenesis and Gemstones.
Each Artifice requires a Gemstone, which controls its capabilities. If GM's don't put gemstones in their player's inventory, or put very small flawed gems in their loot boxes, they won't be able to create overpowered items.
In Thaumogenesis, each Artifice creates an Anti-Artifice, a living creature connected to the item that cannot be destroyed without also destroying the magic item. The Anti-Artifice is a reflection of it's creator, and slowly learns to hate the Artificer, eventually coming to kill him. The Player is forced to destroy the Anti-Artifice, or find a way to avoid him until the connection between him and the item is broken. With Thaumogenesis, GMs are able to threaten players who create too many or too powerful items with Nemisis-like monster, forcing them to craft cautiously.
Those are the very basic ideas. The system has a 3 page introduction, another 5 to elaborate, and 11 of actual abilities you can imbue into an item. You can find the Artificing rules here.
I'd love to get your opinion on the subject, as well as any thoughts on the system itself.
Artificing Theory & Balance:
Beyond the initial goal of a zero-gold system, where players don't have to buy anything to create magic items, we also wanted to make a craft that was balanced for the GM. In this case we created two drawbacks for Artificing: Thaumogenesis and Gemstones.
Each Artifice requires a Gemstone, which controls its capabilities. If GM's don't put gemstones in their player's inventory, or put very small flawed gems in their loot boxes, they won't be able to create overpowered items.
In Thaumogenesis, each Artifice creates an Anti-Artifice, a living creature connected to the item that cannot be destroyed without also destroying the magic item. The Anti-Artifice is a reflection of it's creator, and slowly learns to hate the Artificer, eventually coming to kill him. The Player is forced to destroy the Anti-Artifice, or find a way to avoid him until the connection between him and the item is broken. With Thaumogenesis, GMs are able to threaten players who create too many or too powerful items with Nemisis-like monster, forcing them to craft cautiously.
Those are the very basic ideas. The system has a 3 page introduction, another 5 to elaborate, and 11 of actual abilities you can imbue into an item. You can find the Artificing rules here.
I'd love to get your opinion on the subject, as well as any thoughts on the system itself.