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Best crafting rules?
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<blockquote data-quote="dbm" data-source="post: 9392809" data-attributes="member: 8014"><p>GURPS has a good system from a verisimilitude perspective, if crafting or inventing is something you want to make a focus of PC activity. It breaks down the act of invention into stages of concept design, prototyping, testing & fixing, and finally production. For simply creation of established items then the focus is just in the final step. </p><p></p><p>One of the positives from this is the need for multiple skills, so it can support a party of characters, each with different specialities, collaborating on a complex project. On the flip side it makes being a solo-inventor very costly from a character skill perspective. </p><p></p><p>The process can be applied to any system, however, so these days I would use the framework suggested by GURPS in a more medium-weight system like Savage Worlds. A dramatic task could be easily used to show characters making something in a montage-style scene. </p><p></p><p>As an added extra, Savage Worlds also has a cool creation rule in the form of the McGyver edge, which allows a character to whip up some quick, jury rigged item in the way the eponimous character does. So you could easily play out more involved creation using dramatic tasks and have a gadgeteer character without going to Batman levels of gadgeteering.</p><p></p><p>That addresses making mundane things, and both also have rules for making short term magical items (potions, scrolls and so on) and longer term enchanted items (swords, armour, wands etc.). The GURPS rules in Magic explain the spells and material needed to make specific effects, and there are rules whereby effects are built up over successive skill rolls which means that a character might end up with an imperfect device that has quirks or side effects. The Savage Worlds rules are a bit more straightforward but also cover the aptitudes, spells, and materials that a character would need if they are to succeed.</p></blockquote><p></p>
[QUOTE="dbm, post: 9392809, member: 8014"] GURPS has a good system from a verisimilitude perspective, if crafting or inventing is something you want to make a focus of PC activity. It breaks down the act of invention into stages of concept design, prototyping, testing & fixing, and finally production. For simply creation of established items then the focus is just in the final step. One of the positives from this is the need for multiple skills, so it can support a party of characters, each with different specialities, collaborating on a complex project. On the flip side it makes being a solo-inventor very costly from a character skill perspective. The process can be applied to any system, however, so these days I would use the framework suggested by GURPS in a more medium-weight system like Savage Worlds. A dramatic task could be easily used to show characters making something in a montage-style scene. As an added extra, Savage Worlds also has a cool creation rule in the form of the McGyver edge, which allows a character to whip up some quick, jury rigged item in the way the eponimous character does. So you could easily play out more involved creation using dramatic tasks and have a gadgeteer character without going to Batman levels of gadgeteering. That addresses making mundane things, and both also have rules for making short term magical items (potions, scrolls and so on) and longer term enchanted items (swords, armour, wands etc.). The GURPS rules in Magic explain the spells and material needed to make specific effects, and there are rules whereby effects are built up over successive skill rolls which means that a character might end up with an imperfect device that has quirks or side effects. The Savage Worlds rules are a bit more straightforward but also cover the aptitudes, spells, and materials that a character would need if they are to succeed. [/QUOTE]
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