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General Tabletop Discussion
*Dungeons & Dragons
Jeweler's Skill? Got a player increasing value of treasure..what?
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<blockquote data-quote="Harzel" data-source="post: 7258535" data-attributes="member: 6857506"><p>I guess it depends how much extra work you are up for, since to make it sufficiently interesting and rewarding, I think you need to invent something beyond, "You work for 5 days. Congratulations, here is your 25 g.p." You have several variables to work with: the player's stated goal, dice rolls, the amount of time taken, the resultant quality/value. There are some good suggestions in the thread already. The main points that I would make:</p><ul> <li data-xf-list-type="ul">I would definitely include some dependency on dice to keep it from feeling perfunctory/automatic.</li> <li data-xf-list-type="ul">I would keep disastrous failures rare; delays or perhaps additional material costs are a better common failure mode.</li> <li data-xf-list-type="ul">I would keep the net effect approximately in line with the 5 g.p. / day standard, but allow some variability up or down depending on the dice. Also, it could go up a bit as the game progresses and he is acquiring better loot. However, working on fancier items might require upgrading his jeweler's kit.</li> <li data-xf-list-type="ul">Be sure to think about how this will play out in terms of how much table time it will take. See <a href="http://theangrygm.com/crafting-herbcraft-part-1/" target="_blank">http://theangrygm.com/crafting-herbcraft-part-1/</a> for a dissertation on some general principles of crafting system design.</li> <li data-xf-list-type="ul">For the dice roll itself, I would probably make it d20 + DEX mod + proficiency bonus so that he has some avenues to get better over time. If it suits your fancy to make the DCs for working on various pieces widely different, you could additionally establish a skill bonus separate from the usual stats that he could work up slowly over time (preferably at the cost of some resources, but exactly how is up to you).</li> </ul></blockquote><p></p>
[QUOTE="Harzel, post: 7258535, member: 6857506"] I guess it depends how much extra work you are up for, since to make it sufficiently interesting and rewarding, I think you need to invent something beyond, "You work for 5 days. Congratulations, here is your 25 g.p." You have several variables to work with: the player's stated goal, dice rolls, the amount of time taken, the resultant quality/value. There are some good suggestions in the thread already. The main points that I would make: [LIST] [*]I would definitely include some dependency on dice to keep it from feeling perfunctory/automatic. [*]I would keep disastrous failures rare; delays or perhaps additional material costs are a better common failure mode. [*]I would keep the net effect approximately in line with the 5 g.p. / day standard, but allow some variability up or down depending on the dice. Also, it could go up a bit as the game progresses and he is acquiring better loot. However, working on fancier items might require upgrading his jeweler's kit. [*]Be sure to think about how this will play out in terms of how much table time it will take. See [url]http://theangrygm.com/crafting-herbcraft-part-1/[/url] for a dissertation on some general principles of crafting system design. [*]For the dice roll itself, I would probably make it d20 + DEX mod + proficiency bonus so that he has some avenues to get better over time. If it suits your fancy to make the DCs for working on various pieces widely different, you could additionally establish a skill bonus separate from the usual stats that he could work up slowly over time (preferably at the cost of some resources, but exactly how is up to you). [/LIST] [/QUOTE]
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Jeweler's Skill? Got a player increasing value of treasure..what?
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