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*Pathfinder & Starfinder
[Rules] Weapon & Armor crafting
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<blockquote data-quote="Clay_More" data-source="post: 4398760" data-attributes="member: 9813"><p>I've been making some serious considerations about crafting in my setting, since there's going to be less availability of magic and I've been pondering about what craft skills might act as substitutes in some regards.</p><p></p><p>My dwarves and gnomes are going to be a bit more steam-punk than standard 3.5 with greater availability for steam, electricity and gunpowder oriented technology. With the story I'm working on for the dwarves and gnomes, they won't even have the ability to use divine magic as they are not divinely created (but they can be affected by it), so they rely almost exclusively on technology. While they might be able to learn arcane magic, they have absolutely no culture for it.</p><p></p><p>Currently, I'm going to have the following Craft skill in the campaign: Alchemy, Armorsmithing, Weaponsmithing, Bowmaking, Steam, Electricity and Gunpowder. </p><p></p><p>Alchemy is going to be expanded quite considerably to include many poisons and diseases that can be customized in a number of ways, similar to the existing system with weapons. </p><p></p><p><u>Why is Steam, Electricity and Gunpowder three different craft skills? Why isn't it just "Mechanical"? Why is Gunpowder separate from Alchemy?</u></p><p></p><p>Well, since dwarves and gnomes will rely a really lot on these three craft skills, its important to me that there is a really significant amount of things you can do with these skills. These skills have the potential to craft items that easily rival magic in power, so you might compare them to the old craft feats you have for magic items. Simply giving out all craft feats in one feat would be too strong (well, actually I don't think so, but thats how the rules operate). Each of these three directions will have a big variety of unique items with a theme to each skill. If you are especially competent, you might be able to make some of the cross-skill items that require more than one craft skill to produce. Anyways, all of this is going to be added as I start work.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4398760, member: 9813"] I've been making some serious considerations about crafting in my setting, since there's going to be less availability of magic and I've been pondering about what craft skills might act as substitutes in some regards. My dwarves and gnomes are going to be a bit more steam-punk than standard 3.5 with greater availability for steam, electricity and gunpowder oriented technology. With the story I'm working on for the dwarves and gnomes, they won't even have the ability to use divine magic as they are not divinely created (but they can be affected by it), so they rely almost exclusively on technology. While they might be able to learn arcane magic, they have absolutely no culture for it. Currently, I'm going to have the following Craft skill in the campaign: Alchemy, Armorsmithing, Weaponsmithing, Bowmaking, Steam, Electricity and Gunpowder. Alchemy is going to be expanded quite considerably to include many poisons and diseases that can be customized in a number of ways, similar to the existing system with weapons. [u]Why is Steam, Electricity and Gunpowder three different craft skills? Why isn't it just "Mechanical"? Why is Gunpowder separate from Alchemy?[/u] Well, since dwarves and gnomes will rely a really lot on these three craft skills, its important to me that there is a really significant amount of things you can do with these skills. These skills have the potential to craft items that easily rival magic in power, so you might compare them to the old craft feats you have for magic items. Simply giving out all craft feats in one feat would be too strong (well, actually I don't think so, but thats how the rules operate). Each of these three directions will have a big variety of unique items with a theme to each skill. If you are especially competent, you might be able to make some of the cross-skill items that require more than one craft skill to produce. Anyways, all of this is going to be added as I start work. [/QUOTE]
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[Rules] Weapon & Armor crafting
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