Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Spatzworld Exotic Material System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kerrick" data-source="post: 3339611" data-attributes="member: 4722"><p>Yeah... In our system, crafting times are all set - a simple weapon takes 2 days, a martial weapon takes 5 days, etc.; the DM can apply an optional modifier (based on the item's size/complexity) if he wishes. A failed check means you lose a day (at least); success by 10 or more means you get more work done, and <em>gain</em> a day (or 2 days, if you're doing the check for a week. This gives them a little more incentive to make the d20 roll instead of just taking 10, makes them actually want to try using some of the higher-end materials, and simulates a master crafter making simple stuff much faster than a novice ("Masterwork daggers! Bah, I can do those in my sleep!")</p><p></p><p></p><p>I was thinking of tying it to minimum number of ranks - same concept, basically. Say, a +0 modifier (and below*) requires 3 ranks, +1 7 ranks, up to +10 at 39 ranks. That would limit the really high-end stuff to master smiths. Obviously it wouldn't work for anyone who doesn't play epic; I suppose for those groups, you could halve it again (round up) so the highest stuff requires 20 ranks. I think the problem I was having is that I was trying to tie them to the existing rank system we have for mastercrafting - a +1 masterwork item requires 7 ranks, +2 is 14, all the way up to +10, which is 68 ranks. By dropping the rank requirements, it makes them mesh a lot more easily.</p><p></p><p>*I actually ruled that basic stuff like bronze and iron have a negative craft mod - -2 for bronze and -1 for iron, since we're using steel as the baseline.</p><p></p><p></p><p>That's what I'm trying to avoid (forcing them to take 10, not losing the item). I think if they want to take the chance and roll the die, they should benefit from a lucky high roll.</p><p></p><p></p><p>Oooh... I like that idea. Right now, DCs are figured on a combination of the item's size and complexity - a generic small difficult item (a gold and diamond tiara) is DC 18. The only problem I can see here is how to simulate small, complex items being more difficult to make - a pocketwatch will be just as hard to make as a grandfather clock because of all the tiny springs, gears, and whatnot, despite there being less to work with.</p><p></p><p>What do you mean by "the material's size", though? Do you mean "How much of the item is made from X"?</p><p></p><p></p><p>You mean, they don't worry about where the material came from or what its properties (softness, ductility, etc.) are, just how it works vs. DR? I suppose you could do it that way; I'm not a realist Nazi, but I kind of like the thought of someone with a solid silver sword not being able to use it in every combat unless it were magically hardened (which is why I came up with the <em>silversteel</em> spell).</p><p></p><p></p><p>Depends how you split Primary and Seconday. If Primary is "the majority of the item", then yes, it should.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3339611, member: 4722"] Yeah... In our system, crafting times are all set - a simple weapon takes 2 days, a martial weapon takes 5 days, etc.; the DM can apply an optional modifier (based on the item's size/complexity) if he wishes. A failed check means you lose a day (at least); success by 10 or more means you get more work done, and [i]gain[/i] a day (or 2 days, if you're doing the check for a week. This gives them a little more incentive to make the d20 roll instead of just taking 10, makes them actually want to try using some of the higher-end materials, and simulates a master crafter making simple stuff much faster than a novice ("Masterwork daggers! Bah, I can do those in my sleep!") I was thinking of tying it to minimum number of ranks - same concept, basically. Say, a +0 modifier (and below*) requires 3 ranks, +1 7 ranks, up to +10 at 39 ranks. That would limit the really high-end stuff to master smiths. Obviously it wouldn't work for anyone who doesn't play epic; I suppose for those groups, you could halve it again (round up) so the highest stuff requires 20 ranks. I think the problem I was having is that I was trying to tie them to the existing rank system we have for mastercrafting - a +1 masterwork item requires 7 ranks, +2 is 14, all the way up to +10, which is 68 ranks. By dropping the rank requirements, it makes them mesh a lot more easily. *I actually ruled that basic stuff like bronze and iron have a negative craft mod - -2 for bronze and -1 for iron, since we're using steel as the baseline. That's what I'm trying to avoid (forcing them to take 10, not losing the item). I think if they want to take the chance and roll the die, they should benefit from a lucky high roll. Oooh... I like that idea. Right now, DCs are figured on a combination of the item's size and complexity - a generic small difficult item (a gold and diamond tiara) is DC 18. The only problem I can see here is how to simulate small, complex items being more difficult to make - a pocketwatch will be just as hard to make as a grandfather clock because of all the tiny springs, gears, and whatnot, despite there being less to work with. What do you mean by "the material's size", though? Do you mean "How much of the item is made from X"? You mean, they don't worry about where the material came from or what its properties (softness, ductility, etc.) are, just how it works vs. DR? I suppose you could do it that way; I'm not a realist Nazi, but I kind of like the thought of someone with a solid silver sword not being able to use it in every combat unless it were magically hardened (which is why I came up with the [I]silversteel[/I] spell). Depends how you split Primary and Seconday. If Primary is "the majority of the item", then yes, it should. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Spatzworld Exotic Material System
Top