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D&D Older Editions
Crafting... can anyone make anything in 4E?
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<blockquote data-quote="Saeviomagy" data-source="post: 4311365" data-attributes="member: 5890"><p>Sounds fantastic and a lot of fun.</p><p></p><p>You have to ask yourself a few questions:</p><p>how are skill checks supposed to help my system do what I want it to?</p><p>There's no real need to have any dice rolling at all with the system you've described so far - the players pick some bits to make stuff out of, you give some rough numbers for how long it takes, and voila - done. On the other hand, you might want to have different characters have different capabilities - one is an expert with poisons, one an expert on leather, another on chitin. That still doesn't necessarily mean you need dice rolls - you can just have someone pick his desired craft, and it simply means that's what he can craft. Alternately if dice rolls are important then you can assign DCs for attribute checks (or checks using particular existing skills, most likely nature). If you want both, it's relatively easy to use the existing skill system and simply add more skills to it, but pay close attention to my second point.</p><p></p><p>should I require the PCs to give up their character resources to craft things?</p><p>If you use the existing skill system, then you have to be conscious of the fact that a character gives up something in order to be able to craft. He's losing a bonus to hit, damage, another skill etc, and you have to make sure the new skill gives enough benefits to counter that loss. In 3e, I doubt that anyone could deny that a single character who took ALL of his skills as craft skills and all of his feats in skill focus: craft skill would be hurting himself pretty badly.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4311365, member: 5890"] Sounds fantastic and a lot of fun. You have to ask yourself a few questions: how are skill checks supposed to help my system do what I want it to? There's no real need to have any dice rolling at all with the system you've described so far - the players pick some bits to make stuff out of, you give some rough numbers for how long it takes, and voila - done. On the other hand, you might want to have different characters have different capabilities - one is an expert with poisons, one an expert on leather, another on chitin. That still doesn't necessarily mean you need dice rolls - you can just have someone pick his desired craft, and it simply means that's what he can craft. Alternately if dice rolls are important then you can assign DCs for attribute checks (or checks using particular existing skills, most likely nature). If you want both, it's relatively easy to use the existing skill system and simply add more skills to it, but pay close attention to my second point. should I require the PCs to give up their character resources to craft things? If you use the existing skill system, then you have to be conscious of the fact that a character gives up something in order to be able to craft. He's losing a bonus to hit, damage, another skill etc, and you have to make sure the new skill gives enough benefits to counter that loss. In 3e, I doubt that anyone could deny that a single character who took ALL of his skills as craft skills and all of his feats in skill focus: craft skill would be hurting himself pretty badly. [/QUOTE]
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Crafting... can anyone make anything in 4E?
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