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Best crafting rules?
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<blockquote data-quote="Baron Opal II" data-source="post: 9393167" data-attributes="member: 6794067"><p>I want ... Starcraft, in a way.</p><p></p><p>[Workshop] Xgp. Lets you make [Catagory]. Potions, scrolls, wands, swords, what have you.</p><p></p><p><u>Base Material</u> - Steel, lead, oak, cow's blood, glass vials with pure water, &c. The physical thing you hold or consume as well as common components. Trivial or easy to source. Most common items only need this (potions of healing). Usually listed as a number of units with a fixed cost per unit.</p><p></p><p><u>Refined Material</u> - Gold, copper, gems, ivory, &c. The material that allows the object to hold the magic. Common to source, but expensive. Uncommon items. Usually listed as a number of units with a fixed cost per unit.</p><p></p><p><u>Exotic Material</u> - Star sapphires, dragon's blood, unicorn horn, dark water, &c. The first of the specific materials. Difficult to source, usually adventure fodder. 1-3 units per item. Coin prices could be determined for bartering, or when the party gets a huge payday.</p><p></p><p><u>Power Material</u> - Residuum, Divine tears, &c. Able to be substituted do to the inherent raw, and thus generic, power they contain. Can substitute up to 100% for Refined materials, 75% for Base materials (you have to hold <em>something</em>), and 50% of Exotic materials. The cloak of fire resistance is made from hellhound hide for a reason, but with enough residuum you only need one.</p><p></p><p>It is perfectly fine with me if a whole category of magic items or mundane but complex items are covered with one cost. (Telescopes, sextants, potions of healing all cost 1 unit Base and 1 unit Refined)</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 9393167, member: 6794067"] I want ... Starcraft, in a way. [Workshop] Xgp. Lets you make [Catagory]. Potions, scrolls, wands, swords, what have you. [U]Base Material[/U] - Steel, lead, oak, cow's blood, glass vials with pure water, &c. The physical thing you hold or consume as well as common components. Trivial or easy to source. Most common items only need this (potions of healing). Usually listed as a number of units with a fixed cost per unit. [U]Refined Material[/U] - Gold, copper, gems, ivory, &c. The material that allows the object to hold the magic. Common to source, but expensive. Uncommon items. Usually listed as a number of units with a fixed cost per unit. [U]Exotic Material[/U] - Star sapphires, dragon's blood, unicorn horn, dark water, &c. The first of the specific materials. Difficult to source, usually adventure fodder. 1-3 units per item. Coin prices could be determined for bartering, or when the party gets a huge payday. [U]Power Material[/U] - Residuum, Divine tears, &c. Able to be substituted do to the inherent raw, and thus generic, power they contain. Can substitute up to 100% for Refined materials, 75% for Base materials (you have to hold [I]something[/I]), and 50% of Exotic materials. The cloak of fire resistance is made from hellhound hide for a reason, but with enough residuum you only need one. It is perfectly fine with me if a whole category of magic items or mundane but complex items are covered with one cost. (Telescopes, sextants, potions of healing all cost 1 unit Base and 1 unit Refined) [/QUOTE]
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