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General Tabletop Discussion
*Pathfinder & Starfinder
[Rules] Weapon & Armor crafting
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<blockquote data-quote="Clay_More" data-source="post: 4398720" data-attributes="member: 9813"><p>Howdy! </p><p></p><p>I'm going to continue the development of my old crafting system that I worked on a year or two ago for 3.5 as I've come to realize that I'm going to stick to the 3.5 system. I also realized that since the campaign setting I'm currently working on (of which you can see material scattered across the forum as well as Plots and Places) is going to be a little bit low-magic. </p><p></p><p>The reason I initially made the crafting rules was so that there would be some benefit to people who focused on the craft skill in game. As it is in standard 3.5, there's basically no benefit at all focusing on craft after you've reached level 5, even though history and legend is stocked of stories about smiths and other craftsmen creating legendary and epic items with no magic involved. It just seems so "dull" that a low-level wizard is probably capable of creating a better item than a 30th level dwarf expert who's focused solely on craft.</p><p></p><p></p><p>The system is a bit complex, but the basics are easy. </p><p></p><p>An item gains power through 3 parts. The general quality, the material used and the special modifications done to the item. This system will be duplicated throughout the craft skills. </p><p></p><p>The general quality determines the rudimentary stats. High quality gives damage / attack bonus for weapons, higher armor bonus for armor, more potency for poisons, etc. </p><p></p><p>Material can give some special abilities to the item, abilities that might approach the magical in power. It is a way to introduce some "fantastic" effects to crafting without necessarily having to involve a spellcaster.</p><p></p><p>Modifications are special alterations done to the item. These will typically increase the craft DC and the time required to make the item, but they will provide some unique benefits to an aspect of the item. These bonuses will hardly ever be "straight" bonuses, but a bit more specific and circumstantial. </p><p></p><p>Anyways, I'm going to start my work on introducing more materials and getting around to making the modifications for armor. If you're interested, here's the link to the wiki I made that explains all the weapon rules. And yes, if you're old members of the forum, you might have seen some of it before.</p><p></p><p></p><p><a href="http://craftsmanship.pbwiki.com/FrontPage" target="_blank">http://craftsmanship.pbwiki.com/FrontPage</a></p></blockquote><p></p>
[QUOTE="Clay_More, post: 4398720, member: 9813"] Howdy! I'm going to continue the development of my old crafting system that I worked on a year or two ago for 3.5 as I've come to realize that I'm going to stick to the 3.5 system. I also realized that since the campaign setting I'm currently working on (of which you can see material scattered across the forum as well as Plots and Places) is going to be a little bit low-magic. The reason I initially made the crafting rules was so that there would be some benefit to people who focused on the craft skill in game. As it is in standard 3.5, there's basically no benefit at all focusing on craft after you've reached level 5, even though history and legend is stocked of stories about smiths and other craftsmen creating legendary and epic items with no magic involved. It just seems so "dull" that a low-level wizard is probably capable of creating a better item than a 30th level dwarf expert who's focused solely on craft. The system is a bit complex, but the basics are easy. An item gains power through 3 parts. The general quality, the material used and the special modifications done to the item. This system will be duplicated throughout the craft skills. The general quality determines the rudimentary stats. High quality gives damage / attack bonus for weapons, higher armor bonus for armor, more potency for poisons, etc. Material can give some special abilities to the item, abilities that might approach the magical in power. It is a way to introduce some "fantastic" effects to crafting without necessarily having to involve a spellcaster. Modifications are special alterations done to the item. These will typically increase the craft DC and the time required to make the item, but they will provide some unique benefits to an aspect of the item. These bonuses will hardly ever be "straight" bonuses, but a bit more specific and circumstantial. Anyways, I'm going to start my work on introducing more materials and getting around to making the modifications for armor. If you're interested, here's the link to the wiki I made that explains all the weapon rules. And yes, if you're old members of the forum, you might have seen some of it before. [url]http://craftsmanship.pbwiki.com/FrontPage[/url] [/QUOTE]
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[Rules] Weapon & Armor crafting
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