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Best crafting rules?
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<blockquote data-quote="MGibster" data-source="post: 9395366" data-attributes="member: 4534"><p>Fallout from Modiphius games has a crafting system designed to emulate the one from the <em>Fallout 4 </em>video game. You basically gather various components while scavanging and you use them to modify your weapons and armor at the appropriate workbench. To modify your weapons, a character needs to take the appropriate Perk (like a Feat in D&D) which the character must qualify for based on level, minimum attribute, and prerequisite perks. </p><p></p><p>Weapons and armor in Fallout have certain traits, like reliable, close quarters (you can use it it close combat), piercing, etc., etc. If you start out with your basic 10mm pistol and by making it automatic you add to it's fire rate and give it the burst trait. </p><p></p><p>I've only run one Fallout campaign, and I started out letting the PCs get modifications to their weapons in nearby settlements. I put an end to that because I thought it was too easy for the PCs to modify their weapons. In the future, I might decide to limit the skill level available at a particular settlement or rewards the players with access to skilled artisans who can modify their equipment. Or they can just get the perks themselves and do it. </p><p></p><p>Here's the thing; I dislike crafting systems in TTRPGs. I find the whole process tedious and not the least bit rewarding. I want to be out adventuring not sitting inside trying to squeeze out the most advantageous build possible. But I understand some people love that kind of thing and that's perfectly okay.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9395366, member: 4534"] Fallout from Modiphius games has a crafting system designed to emulate the one from the [I]Fallout 4 [/I]video game. You basically gather various components while scavanging and you use them to modify your weapons and armor at the appropriate workbench. To modify your weapons, a character needs to take the appropriate Perk (like a Feat in D&D) which the character must qualify for based on level, minimum attribute, and prerequisite perks. Weapons and armor in Fallout have certain traits, like reliable, close quarters (you can use it it close combat), piercing, etc., etc. If you start out with your basic 10mm pistol and by making it automatic you add to it's fire rate and give it the burst trait. I've only run one Fallout campaign, and I started out letting the PCs get modifications to their weapons in nearby settlements. I put an end to that because I thought it was too easy for the PCs to modify their weapons. In the future, I might decide to limit the skill level available at a particular settlement or rewards the players with access to skilled artisans who can modify their equipment. Or they can just get the perks themselves and do it. Here's the thing; I dislike crafting systems in TTRPGs. I find the whole process tedious and not the least bit rewarding. I want to be out adventuring not sitting inside trying to squeeze out the most advantageous build possible. But I understand some people love that kind of thing and that's perfectly okay. [/QUOTE]
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