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The Spatzworld Exotic Material System
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<blockquote data-quote="Spatzimaus" data-source="post: 3338357" data-attributes="member: 3051"><p>Well, also remember that there's very little benefit for succeeding by a large margin, but there IS a consequence for failure. So, most crafters I've known (myself included) Take 10 whenever possible, and don't attempt anything they can't Take 10 to succeed at.</p><p></p><p></p><p></p><p>There's three ways I can think of, of the top of my head.</p><p></p><p>The first is to explicitly tie the two together, say with a factor of 1/2. That is, if it's DC+16, you need to be at least character level 8 to even attempt it. There are some serious downsides to this, but at least the math is simple. Remember, if someone has kept a Craft skill maxxed and has masterwork tools, he can hit a DC of 15+level+INTmod on a Take 10. Non-heros (and most of us) won't have an INTmod of more than 4, at least until they can afford a Headband of Intellect, and there aren't many items that boost craft skills.</p><p></p><p>The second is, you could penalize failure more. As it is, losing part of a rare, expensive material can be rough, but what if there was a chance of losing the entire item? This wouldn't result in a hard cap of any kind, but it WOULD keep most players from doing anything other than Take 10.</p><p></p><p>Third, you could split things up. Say, for instance, that the material's size adds +X to the DC, and the complexity adds +Y. Mundane materials would mostly be decent X but low Y, really rare stuff increases Y drastically but might even have lower X. Other circumstances could modify each of these on the fly; making a sword for a Large race might increase X by 1, and having to work with certain magical materials without an assistant might increase Y.</p><p>Then, just say that the minimum level to attempt a Craft check is the <strong>larger</strong> of X and Y. This adds a little more complexity to the system, and effectively keeps DC and minimum creation level from being linked directly.</p><p></p><p></p><p>Right. My point was, though, that NWN's take on the materials is actually closer to how it'd work in the Real World, and is also closer to the system I'm using here. And, watching how well it worked out in NWN encouraged my group.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3338357, member: 3051"] Well, also remember that there's very little benefit for succeeding by a large margin, but there IS a consequence for failure. So, most crafters I've known (myself included) Take 10 whenever possible, and don't attempt anything they can't Take 10 to succeed at. There's three ways I can think of, of the top of my head. The first is to explicitly tie the two together, say with a factor of 1/2. That is, if it's DC+16, you need to be at least character level 8 to even attempt it. There are some serious downsides to this, but at least the math is simple. Remember, if someone has kept a Craft skill maxxed and has masterwork tools, he can hit a DC of 15+level+INTmod on a Take 10. Non-heros (and most of us) won't have an INTmod of more than 4, at least until they can afford a Headband of Intellect, and there aren't many items that boost craft skills. The second is, you could penalize failure more. As it is, losing part of a rare, expensive material can be rough, but what if there was a chance of losing the entire item? This wouldn't result in a hard cap of any kind, but it WOULD keep most players from doing anything other than Take 10. Third, you could split things up. Say, for instance, that the material's size adds +X to the DC, and the complexity adds +Y. Mundane materials would mostly be decent X but low Y, really rare stuff increases Y drastically but might even have lower X. Other circumstances could modify each of these on the fly; making a sword for a Large race might increase X by 1, and having to work with certain magical materials without an assistant might increase Y. Then, just say that the minimum level to attempt a Craft check is the [b]larger[/b] of X and Y. This adds a little more complexity to the system, and effectively keeps DC and minimum creation level from being linked directly. Right. My point was, though, that NWN's take on the materials is actually closer to how it'd work in the Real World, and is also closer to the system I'm using here. And, watching how well it worked out in NWN encouraged my group. [/QUOTE]
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