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Skill-based magic item creation system
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<blockquote data-quote="RainOfSteel" data-source="post: 3306540" data-attributes="member: 24460"><p>I propose that the limit on aid another by specified.</p><p></p><p>My thoughts:</p><p></p><p>Any mage may have an apprentice act as a primary assistant. The apprentice adds +2 from aid another per the normal skill rules (if successful), but also adds his/her Int mod.</p><p></p><p>Additional apprentices or mages may provide aid another. One additional assistant may be used per the primary enchanter's Int mod.</p><p></p><p>---------------------------------------</p><p></p><p>I forsee a problem in the "fail on 1" rule. Over many days or any long project, you are eventually <em>going</em> to roll a 1.</p><p></p><p>It will happen. A lot. It will not be appreciated by players, regardless of how realistic it might be.</p><p></p><p>I propose that on rolling a 1 a disaster is invoked and another d20 is rolled.</p><ul> <li data-xf-list-type="ul">1 - Spectacular Disaster: A massive explosion destroys the mage's lab, dealing 10d6 damage that is typed as both physical and fire (Ref. save at -4 for 1/2 damage), and that ignores object hardness. The project is ruined, all materials are lost, the lab is lost.</li> <li data-xf-list-type="ul">2-3 - Major Disaster: An explosion wracks the mage's lab, dealing 5d6 damage that is typed as both physical and fire (Ref. save at -4 for 1/2 damage). The project is ruined, all materials are lost, and the lab suffers 6d6 x 1,000gp in damages.</li> <li data-xf-list-type="ul">4-6 - Minor Disaster: Due to some mistake of procedure, a flaw is introduced that may not be corrected by any means except <em>wish</em> or <em>miracle</em>. The flaw is obvious. The project may be continued, but the DM will specify that the final product will function in some flawed way. Either it may not work at full output, it may work erratically, it may be cursed. There is no way to know what will happen unless the project is completed.</li> <li data-xf-list-type="ul">7-9 - Lab Accident: The primary enchanter suffers an injury in the lab that requires 1d6 days of rest before resuming work (magical healing/cures, regeneration, fast healing being of no help). Add 9d6+9 days and 9d6+9 x 1,000gp to the amount of time and money necessary to complete the project.</li> <li data-xf-list-type="ul">10-15 - Major Setback: Add 6d6+6 days and 6d6+6 x 1,000gp to the amount of time and money necessary to complete the project.</li> <li data-xf-list-type="ul">15-20 - Minor Setback: Add 3d6+3 days and 3d6+3 x 1,000gp to the amount of time and money necessary to complete the project.</li> </ul><p>(The above assumes that the mage has some kind of lab that cost some amount of money to build. I haven't had time to write up that part, of course.)</p><p></p><p>EDIT------------</p><p></p><p>I'll have to tinker with the additional costs. Maybe I'll change it to an added percentage. as the way it stands, some projects may wind up getting a surcharge greater than the project cost to begin with.</p></blockquote><p></p>
[QUOTE="RainOfSteel, post: 3306540, member: 24460"] I propose that the limit on aid another by specified. My thoughts: Any mage may have an apprentice act as a primary assistant. The apprentice adds +2 from aid another per the normal skill rules (if successful), but also adds his/her Int mod. Additional apprentices or mages may provide aid another. One additional assistant may be used per the primary enchanter's Int mod. --------------------------------------- I forsee a problem in the "fail on 1" rule. Over many days or any long project, you are eventually [i]going[/i] to roll a 1. It will happen. A lot. It will not be appreciated by players, regardless of how realistic it might be. I propose that on rolling a 1 a disaster is invoked and another d20 is rolled. [list] [*]1 - Spectacular Disaster: A massive explosion destroys the mage's lab, dealing 10d6 damage that is typed as both physical and fire (Ref. save at -4 for 1/2 damage), and that ignores object hardness. The project is ruined, all materials are lost, the lab is lost. [*]2-3 - Major Disaster: An explosion wracks the mage's lab, dealing 5d6 damage that is typed as both physical and fire (Ref. save at -4 for 1/2 damage). The project is ruined, all materials are lost, and the lab suffers 6d6 x 1,000gp in damages. [*]4-6 - Minor Disaster: Due to some mistake of procedure, a flaw is introduced that may not be corrected by any means except [i]wish[/i] or [i]miracle[/i]. The flaw is obvious. The project may be continued, but the DM will specify that the final product will function in some flawed way. Either it may not work at full output, it may work erratically, it may be cursed. There is no way to know what will happen unless the project is completed. [*]7-9 - Lab Accident: The primary enchanter suffers an injury in the lab that requires 1d6 days of rest before resuming work (magical healing/cures, regeneration, fast healing being of no help). Add 9d6+9 days and 9d6+9 x 1,000gp to the amount of time and money necessary to complete the project. [*]10-15 - Major Setback: Add 6d6+6 days and 6d6+6 x 1,000gp to the amount of time and money necessary to complete the project. [*]15-20 - Minor Setback: Add 3d6+3 days and 3d6+3 x 1,000gp to the amount of time and money necessary to complete the project. [/list](The above assumes that the mage has some kind of lab that cost some amount of money to build. I haven't had time to write up that part, of course.) EDIT------------ I'll have to tinker with the additional costs. Maybe I'll change it to an added percentage. as the way it stands, some projects may wind up getting a surcharge greater than the project cost to begin with. [/QUOTE]
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