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Low Magic: Craft Magic
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1966602" data-attributes="member: 12332"><p>I'm trying to build a new type of magic for my Grim Tales game based, not around spellcasting, but around CRAFTING items. Some of it is currently in playtest:</p><p></p><p>Basically it's based on some new feats and the idea of Invention Points from RPGObjects' Blood and Circuits. Instead of Invention Points, though, I'll just call them Craft Magic Points. You generate Craft Magic Points by making normal Craft skill checks, where the number rolled is the number of Craft Magic Points generated {I.E. My Craft (Tailor) is +6, I roll 1d20 (13) + 6 for a total of 19 Craft Points generated by that roll.} Craft checks for Craft Magic are, as usual, made at one per-week with checks exceeding the number of points needed by x2 or x3 reducing the time needed by a similar factor.</p><p></p><p>It works like this: </p><p></p><p>You have Craft Magic (Constant Item) {a Feat}. You want to build some Gloves Of Climbing +3.</p><p></p><p>You would roll Craft Checks to build the base item, as per the skill rules. Then to Masterwork the item for enchanting. (This is normal Grim Tales Craft skill, taking the normal amount of time.) </p><p></p><p>Enchantment is a little different. To enchant your new Mastercrafted item, you need to build up a number of Craft Magic Points equal to 1/3 of the XP to be spent on crafting the item. In this case it is (Bonus Squared) x 14 for a Skill Bonus item, so 42 Craft Points and 126 XP. Our Tailor has an average check of around 17. This would leave him rolling, on average, 2-3 Craft (Tailoring) checks and taking 14 days in order to craft his Gloves of Climbing +3. At the end of the crafting period he would also spend 126xp into the item to finish the enchantment. </p><p></p><p>Adding to the joy of crafting is the penalty associated with it: After successfully crafting a magical item, the crafter will be Fatigued for a number of days equal to the number of rolls he required to complete the magi-crafting component. In our example, the Tailor would be Fatigued for 2-3 days. (Fatigued: -2 Str and Dex, cannot Run or Charge).</p><p></p><p>I'll demonstrate with another item: Our Tailor now would like to create a Hat of Disguise +4. He would roll a craft check to build the item (DC 10, Cost 15sp). He rolls an 18 on his Craft (Tailoring) skill check. 18 x 10 = 180. He completes the hat itself in about 1/2 a day. Now he needs to Mastercraft the hat. I use Wealth rules, so a Mastercrafted Hat costs DC 7 or 50sp. He makes another Craft check, rolling a 21. 21 x 20 = 420 so he mastercrafts it in record time as well. (C'mon, it's a hat.) Now, however, is the hard part. 4 x 4 = 16 ... x 14 = 224. It will cost 224 XP to create the item and he'll need to make 74 Craft Magic Points to finish it. Average 17 again, taking 4 rolls and 28 days to complete the actual enchantments to the hat. The Tailor will be Fatigued for 4 days after his hat is complete.</p><p></p><p>This works with the feats we've created:</p><p></p><p>Craft Magic (Constant Item)</p><p>Prereq: 5 Ranks in Craft (any), 3rd level</p><p>Benefit: You can create magical items who have constant effects. The Competance bonus to skills cannot exceed your Ranks in the appropriate Craft skill. The bonus an item grants to Abilities or Saves cannot exceed 1/3 your Ranks in the appropriate Craft skill. Bonuses to AC cannot exceed 1/5 your Ranks in the appropriate Craft skill.</p><p></p><p></p><p>We're currently removing any spell effects until we've integrated this system to a modified Black Company spell effects DC system. </p><p></p><p>Not sure if this is even coherent for anybody, but I'm looking for some feedback. We're going to be playtesting THIS next Sunday, as the Wizard for the game this is for decided to take Craft Magic (Minor Constant Item) as a feat this session. He wants to make some Robes of Wizardry (Use Magic +5), which we think will take him something on the order of 38 days and will leave him Fatigued for 6 days. The economy of their small city-state depends upon their trade in minor Craft Magic items ... low magic, but not especially RARE magic. Wizards are rare, but Craftmasons (those with Craft Magic feats) are not as hard to find.</p><p></p><p>(What will be easier/cheaper will be building items with Ghost Sounds or Prestidigitation effects bound to them. Music boxes that play themselves. Jewels that glow. Stuff like that. Those are the major trade goods for the city. Small, expensive things traded elsewhere in areas Craft Magic is unavailable.)</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1966602, member: 12332"] I'm trying to build a new type of magic for my Grim Tales game based, not around spellcasting, but around CRAFTING items. Some of it is currently in playtest: Basically it's based on some new feats and the idea of Invention Points from RPGObjects' Blood and Circuits. Instead of Invention Points, though, I'll just call them Craft Magic Points. You generate Craft Magic Points by making normal Craft skill checks, where the number rolled is the number of Craft Magic Points generated {I.E. My Craft (Tailor) is +6, I roll 1d20 (13) + 6 for a total of 19 Craft Points generated by that roll.} Craft checks for Craft Magic are, as usual, made at one per-week with checks exceeding the number of points needed by x2 or x3 reducing the time needed by a similar factor. It works like this: You have Craft Magic (Constant Item) {a Feat}. You want to build some Gloves Of Climbing +3. You would roll Craft Checks to build the base item, as per the skill rules. Then to Masterwork the item for enchanting. (This is normal Grim Tales Craft skill, taking the normal amount of time.) Enchantment is a little different. To enchant your new Mastercrafted item, you need to build up a number of Craft Magic Points equal to 1/3 of the XP to be spent on crafting the item. In this case it is (Bonus Squared) x 14 for a Skill Bonus item, so 42 Craft Points and 126 XP. Our Tailor has an average check of around 17. This would leave him rolling, on average, 2-3 Craft (Tailoring) checks and taking 14 days in order to craft his Gloves of Climbing +3. At the end of the crafting period he would also spend 126xp into the item to finish the enchantment. Adding to the joy of crafting is the penalty associated with it: After successfully crafting a magical item, the crafter will be Fatigued for a number of days equal to the number of rolls he required to complete the magi-crafting component. In our example, the Tailor would be Fatigued for 2-3 days. (Fatigued: -2 Str and Dex, cannot Run or Charge). I'll demonstrate with another item: Our Tailor now would like to create a Hat of Disguise +4. He would roll a craft check to build the item (DC 10, Cost 15sp). He rolls an 18 on his Craft (Tailoring) skill check. 18 x 10 = 180. He completes the hat itself in about 1/2 a day. Now he needs to Mastercraft the hat. I use Wealth rules, so a Mastercrafted Hat costs DC 7 or 50sp. He makes another Craft check, rolling a 21. 21 x 20 = 420 so he mastercrafts it in record time as well. (C'mon, it's a hat.) Now, however, is the hard part. 4 x 4 = 16 ... x 14 = 224. It will cost 224 XP to create the item and he'll need to make 74 Craft Magic Points to finish it. Average 17 again, taking 4 rolls and 28 days to complete the actual enchantments to the hat. The Tailor will be Fatigued for 4 days after his hat is complete. This works with the feats we've created: Craft Magic (Constant Item) Prereq: 5 Ranks in Craft (any), 3rd level Benefit: You can create magical items who have constant effects. The Competance bonus to skills cannot exceed your Ranks in the appropriate Craft skill. The bonus an item grants to Abilities or Saves cannot exceed 1/3 your Ranks in the appropriate Craft skill. Bonuses to AC cannot exceed 1/5 your Ranks in the appropriate Craft skill. We're currently removing any spell effects until we've integrated this system to a modified Black Company spell effects DC system. Not sure if this is even coherent for anybody, but I'm looking for some feedback. We're going to be playtesting THIS next Sunday, as the Wizard for the game this is for decided to take Craft Magic (Minor Constant Item) as a feat this session. He wants to make some Robes of Wizardry (Use Magic +5), which we think will take him something on the order of 38 days and will leave him Fatigued for 6 days. The economy of their small city-state depends upon their trade in minor Craft Magic items ... low magic, but not especially RARE magic. Wizards are rare, but Craftmasons (those with Craft Magic feats) are not as hard to find. (What will be easier/cheaper will be building items with Ghost Sounds or Prestidigitation effects bound to them. Music boxes that play themselves. Jewels that glow. Stuff like that. Those are the major trade goods for the city. Small, expensive things traded elsewhere in areas Craft Magic is unavailable.) --fje [/QUOTE]
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