Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
Crafting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Juan Sierra" data-source="post: 7235779" data-attributes="member: 6908794"><p>My group had questions on the crafting mechanics for this game. So far as I can tell, the rules are kind of distributed between exploits, skills, skill checks, and careers.</p><p></p><p>The following are relevant rules, and my [naive] interpretation of how crafting works. I would appreciate it if someone could correct any errors or offer improvements.</p><p></p><p>From the "craftsman" career: <strong>Builder</strong>. Assuming raw materials are available, you can make an item of equipment in one day by rolling a LOG check vs. the item's value.</p><p>There isn't a clear metric for what the item's value is, but we do get a hint from the "reputation, contacts, and credit" EONS article, which has a table of credit requested to difficulty check. I'll post a relevant snippet below:</p><p><span style="font-family: 'fixedsys'"></span></p><p><span style="font-family: 'fixedsys'">DC: 15 | 16 | 17 | 18 | 19 | 20</span></p><p><span style="font-family: 'fixedsys'">CR: 500 | 650 | 900 | 1200 | 1500 | 2000</span></p><p><span style="font-family: 'fixedsys'"></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"><span style="font-size: 10px">So to craft say a 500Cr sniper rifle, you'd need to have a 5d6 dice pool to have about a 50/50 chance to craft it. To get the 5d6 pool, a grade 5 character could do 8 points in LOG (3 base + 5 from careers), plus 5 relevant [crafting] skill points (say weaponsmithing). That's a pool of 13, for 4d6, so you'd need an extra 2 points, possibly from species skills + some other LOG/[craft] bonus or expending LUC dice. But a starting character *could* craft a 500Cr, which makes most early-game stuff fairly accessible.</span></span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"><span style="font-size: 10px">There are also extended skill checks, which may be reasonable for a multi-hour/multi-day craft. Instead of a single check, you would need three DC15 successes (for the 500Cr sniper), but failures only cost you time. Since it appears that the "Builder" exploit allows crafting within a day, this could either mean each check is an hour (so you could reasonably succeed in crafting within a day) or a day (so a straight up but risky Builder check finished in a day, but a "safe" extended craft could take multiple days). This would still allow our grade 5 to craft a single 500Cr item in say a week on average if crafting is a major task.</span></span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"><span style="font-size: 10px"></span></span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"><span style="font-size: 10px"></span>A 500 Cr item is about half a month's work for the lowest paid NPC (waitress - 800Cr per month), so this doesn't seem too unreasonable. Higher level characters (with more LOG/[craft]/LUC, and possibly with higher quality equipment) could craft even more expensive items. A grade 10 focused on crafting (so 13 LOG, and say 10 skill ranks in the relevant [craft]) has a dice pool of 4d4 (LOG) + 4d4([craft]), but is capped at 7d6. This is a static score of 25, so they could reasonably craft equipment up to 9000Cr worth.</span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'">Allowing "gearmasters" would also let characters bypass the GMD (grade maximum dice) by having expensive gear that helps with crafting, making it faster/more likely to occur.</span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'">I still don't know what the "cost" is for crafting. Builder assumes you have access to resources, but doesn't say how they're spent. It doesn't make sense to spend the item's cost, cuz you could just *buy* it then. But I can't find any rules for how much you pay for the raw materials, nor what are the consequences of failure (short of time lost). </span></span></p><p><span style="font-family: 'fixedsys'"><span style="font-family: 'arial'"></span></span></p><p><span style="font-family: 'fixedsys'"></span></p></blockquote><p></p>
[QUOTE="Juan Sierra, post: 7235779, member: 6908794"] My group had questions on the crafting mechanics for this game. So far as I can tell, the rules are kind of distributed between exploits, skills, skill checks, and careers. The following are relevant rules, and my [naive] interpretation of how crafting works. I would appreciate it if someone could correct any errors or offer improvements. From the "craftsman" career: [B]Builder[/B]. Assuming raw materials are available, you can make an item of equipment in one day by rolling a LOG check vs. the item's value. There isn't a clear metric for what the item's value is, but we do get a hint from the "reputation, contacts, and credit" EONS article, which has a table of credit requested to difficulty check. I'll post a relevant snippet below: [FONT=fixedsys] DC: 15 | 16 | 17 | 18 | 19 | 20 CR: 500 | 650 | 900 | 1200 | 1500 | 2000 [FONT=arial][SIZE=2]So to craft say a 500Cr sniper rifle, you'd need to have a 5d6 dice pool to have about a 50/50 chance to craft it. To get the 5d6 pool, a grade 5 character could do 8 points in LOG (3 base + 5 from careers), plus 5 relevant [crafting] skill points (say weaponsmithing). That's a pool of 13, for 4d6, so you'd need an extra 2 points, possibly from species skills + some other LOG/[craft] bonus or expending LUC dice. But a starting character *could* craft a 500Cr, which makes most early-game stuff fairly accessible. There are also extended skill checks, which may be reasonable for a multi-hour/multi-day craft. Instead of a single check, you would need three DC15 successes (for the 500Cr sniper), but failures only cost you time. Since it appears that the "Builder" exploit allows crafting within a day, this could either mean each check is an hour (so you could reasonably succeed in crafting within a day) or a day (so a straight up but risky Builder check finished in a day, but a "safe" extended craft could take multiple days). This would still allow our grade 5 to craft a single 500Cr item in say a week on average if crafting is a major task. [/SIZE]A 500 Cr item is about half a month's work for the lowest paid NPC (waitress - 800Cr per month), so this doesn't seem too unreasonable. Higher level characters (with more LOG/[craft]/LUC, and possibly with higher quality equipment) could craft even more expensive items. A grade 10 focused on crafting (so 13 LOG, and say 10 skill ranks in the relevant [craft]) has a dice pool of 4d4 (LOG) + 4d4([craft]), but is capped at 7d6. This is a static score of 25, so they could reasonably craft equipment up to 9000Cr worth. Allowing "gearmasters" would also let characters bypass the GMD (grade maximum dice) by having expensive gear that helps with crafting, making it faster/more likely to occur. I still don't know what the "cost" is for crafting. Builder assumes you have access to resources, but doesn't say how they're spent. It doesn't make sense to spend the item's cost, cuz you could just *buy* it then. But I can't find any rules for how much you pay for the raw materials, nor what are the consequences of failure (short of time lost). [/FONT] [/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Crafting
Top