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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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<blockquote data-quote="Emberashh" data-source="post: 9018109" data-attributes="member: 7040941"><p>1. Yes. The idea is you pick up the pile and roll all of them. Each die corresponds to a value with the d10/d% adding to one value. You could probably guess that that one would be used for the primary property of the item. </p><p></p><p>2. How it works is when you roll the dice, each value rolled represents the base value for its correlated property, and to each value you can add (or subtract) to reach a desired value using your Skill and Energy modifiers as a "crafting budget". </p><p></p><p>For most items, 1d4 correlates to the items Quality, and is generally the most expensive to raise to a higher number, as each step costs an exponential amount of mod points. </p><p></p><p>Every die in turn works like this, and some, when subtracting, will also refund those points to be spent elsewhere in the item. Currently the max, before any class bonuses, you can get is 60 Points you can spend to modify each die, but to get there takes being a level 30 character whose maxed out around 12 different skills. (Your Energy modifiers derive from your attributes, so you have to have diversified skills to max an attribute)</p><p></p><p>3. Composure is the equivalent of HP. Its a bit different than the DND take on it, as significant wounds aren't assumed as part of it; those would come from being hit after being dropped to zero. </p><p></p><p></p><p></p><p>Energy mods are a replacement for ability/attribute mods. Its more or less a compromise between DND style attributes and the Fort/Will/Reflex type saves of DCC. </p><p></p><p>Personally I felt it was an exceedingly clever way to do it. </p><p></p><p></p><p></p><p>Initially, but part of the idea is that itd be semi-repetitive. It'll be slow at first but with repetition it'd be quick to run.</p><p></p><p>And smelting/refining is assumed as part of Smithing. Doing smelting separately was possible but thats more or less just the busy work between the interesting parts; and given smelting is involved in the smithing process anyway that was an easy consolidation. </p><p></p><p></p><p></p><p>Part of the balance is that if the players have spent enough time travelling/questing to accumulate a substantive amount of components then they essentially deserve it. </p><p></p><p>With how gathering is set up you really don't need to grind, so opting to spend table time on it should be suitably rewarding.</p><p></p><p>But for things like potions, they come with diminishing returns. You could spam them for whatever immediate effects they have, but any over-time effects don't stack, and those are where the real benefits would be. </p><p></p><p></p><p></p><p>Right. Thats for people who don't want to bother with the system or skills at all for whatever reason. Instead they can just trade relatively obscene amounts of gold for it instead. But some things wouldn't be accessible still anyhow; a Potion of Heroism sort of thing would only be able to be crafted by a Player (or a non-standard NPC thats been granted high enough levels).</p><p></p><p></p><p></p><p>Oh I don't consider in-character stuff to be problematic. Its when it spills over into real world that it becomes an issue and that does happen. Not always, but theres little reason to encourage its prominence. </p><p></p><p></p><p></p><p>Well thats why this topic is in the OneDND forum. Whether its a new edition or a "revision", this is the context in which such changes could be introduced. </p><p></p><p></p><p></p><p>Not all complexity is equal, and a big intention of mine is to make it as easy to engage with as possible. </p><p></p><p>Thats why the crafting mechanic is generic and can apply to literally everything with minimal changes. The only complexity in it is in the exponential combinations that can be created using it, but that isn't a bad thing and, frankly, is obviously a very popular thing with players, if theory crafting is anything to go by. </p><p></p><p>Incidentally its also a trade off in my game; equipment choice and creation is more complex compared to classes, which are more linear and with much less choices. </p><p></p><p></p><p></p><p>Clearly, if the incredible aggravation that was this topic wasn't a big hint, and obviously I consider it to be to the games detriment if they can't make the system work, which they've thus far failed at and haven't shown any indication that they'll be doing better.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9018109, member: 7040941"] 1. Yes. The idea is you pick up the pile and roll all of them. Each die corresponds to a value with the d10/d% adding to one value. You could probably guess that that one would be used for the primary property of the item. 2. How it works is when you roll the dice, each value rolled represents the base value for its correlated property, and to each value you can add (or subtract) to reach a desired value using your Skill and Energy modifiers as a "crafting budget". For most items, 1d4 correlates to the items Quality, and is generally the most expensive to raise to a higher number, as each step costs an exponential amount of mod points. Every die in turn works like this, and some, when subtracting, will also refund those points to be spent elsewhere in the item. Currently the max, before any class bonuses, you can get is 60 Points you can spend to modify each die, but to get there takes being a level 30 character whose maxed out around 12 different skills. (Your Energy modifiers derive from your attributes, so you have to have diversified skills to max an attribute) 3. Composure is the equivalent of HP. Its a bit different than the DND take on it, as significant wounds aren't assumed as part of it; those would come from being hit after being dropped to zero. Energy mods are a replacement for ability/attribute mods. Its more or less a compromise between DND style attributes and the Fort/Will/Reflex type saves of DCC. Personally I felt it was an exceedingly clever way to do it. Initially, but part of the idea is that itd be semi-repetitive. It'll be slow at first but with repetition it'd be quick to run. And smelting/refining is assumed as part of Smithing. Doing smelting separately was possible but thats more or less just the busy work between the interesting parts; and given smelting is involved in the smithing process anyway that was an easy consolidation. Part of the balance is that if the players have spent enough time travelling/questing to accumulate a substantive amount of components then they essentially deserve it. With how gathering is set up you really don't need to grind, so opting to spend table time on it should be suitably rewarding. But for things like potions, they come with diminishing returns. You could spam them for whatever immediate effects they have, but any over-time effects don't stack, and those are where the real benefits would be. Right. Thats for people who don't want to bother with the system or skills at all for whatever reason. Instead they can just trade relatively obscene amounts of gold for it instead. But some things wouldn't be accessible still anyhow; a Potion of Heroism sort of thing would only be able to be crafted by a Player (or a non-standard NPC thats been granted high enough levels). Oh I don't consider in-character stuff to be problematic. Its when it spills over into real world that it becomes an issue and that does happen. Not always, but theres little reason to encourage its prominence. Well thats why this topic is in the OneDND forum. Whether its a new edition or a "revision", this is the context in which such changes could be introduced. Not all complexity is equal, and a big intention of mine is to make it as easy to engage with as possible. Thats why the crafting mechanic is generic and can apply to literally everything with minimal changes. The only complexity in it is in the exponential combinations that can be created using it, but that isn't a bad thing and, frankly, is obviously a very popular thing with players, if theory crafting is anything to go by. Incidentally its also a trade off in my game; equipment choice and creation is more complex compared to classes, which are more linear and with much less choices. Clearly, if the incredible aggravation that was this topic wasn't a big hint, and obviously I consider it to be to the games detriment if they can't make the system work, which they've thus far failed at and haven't shown any indication that they'll be doing better. [/QUOTE]
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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