
KingDrache64 |
I love crafting in games but I found d&d and pathfinder crafting a bit too unusable for crafting centered players. So I made up this system which my players have enjoyed. I wanted to get some seasoned opinions on my rules however. Here is what I wrote, sorry for any typos I wrote this on my smart phone at work.
Crafting for pathfinder:
This is my preferred system for crafting. In my opinion it is more rewarding and plays more to skill and acts as a mini-game.
New terms/rules:
Scavenging: when you loot equipment you can roll an appraise check (DC 10) followed by a craft check (DC = craft check for item being scavenged, result = material balance)
Material balance (MB): this is a floating number gained from scavenging equipment. This number/bank can be used for crafting costs instead of money. Ex: crafting an item would cost 1000sp, you have 500MB. You empty your MB so now you only have to pay 500sp for the item material cost.
1. Decide what you would like to craft and pay for the materials. With either sp or MB.
2. Find out the DC for the craft check according to the normal rule set. Then subtract 5 to a minimum of 5. Write down that number and the original number twice. Ex: DC = 20. So write 15,20,20.
3. Categories: identify each category for the numbers.
For armor: the DCs are labeled fitting, padding, and protection.
Fitting: (DC -5) this determines how well your armor fits. (Max Dex/armor check penalty/spell fail.)[for bonuses choose one stat]
Padding: this determines the HD of the armor. (HD)
Protection: this determines the AC of the armor. (AC)
For weapons: the DCs are labeled hilt, make, damage.
Hilt: (DC -5) this determines how easy the weapon is to wield. (Attack/crit.) [for bonuses choose one stat]
Make: this determines how well the weapon holds together. (HD)
Damage: this determines how sharp a sword is or how damaging the head of a war hammer is etc. (Damage)
4. Roll your checks for each category. Place the d20 to the side or write the numbers down.
5. For each category you can allocate the numbers as you wish between each other. Ex: for DCs 15,20,20 you roll 18,17,20. You can take 3 from the 18 and add it to the 17 making your new results 15,20,20.
6. Determine weapon quality. For each DC category, add +1 (or +10 HD/-1 for crit.)to the affected stat for every 5 you beat the score by (max +3/+30HD/-3 crit). Subtract 1 (or 5HD/+1 for crit.) if you missed a DC by 1 to 5, the item is scrapped if you miss any DC by more then 5. An item with any + in any category is considered masterwork. Any item with bonuses in all categories is considered a +# item (+1 long sword). Categories that affect multiple stats (fitting/hilt) can apply one bonus for each stat per +5. Ex: you beat the hilt category DC by +10. You could get +2 to attack or +1 to attack and lower the crit by -1.
Ex: crafting a longsword.
1.Pay 66sp or MB. For item cost.
2. DC for longsword is 15, so write 10,15,15
3. hilt|make|damage
10|15|15
4. Roll 3d20 + craft skill (+4)
Rolls 14|12|22
5. Allocate:
10|15|23 that's (14-4)(12+3)(22+1)
6. Quality:
Damage category exceeds DC by +8. So for being +5 over but not +10 damage gains +1. The finished product is this:
Long sword: attack +0, HD 10, damage 1d8+1, crit 19-20x2.

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I thought that was what you meant... but I was hoping it wasn't.
First off, I find the system interesting. I like the idea of being able to make a thing better/different than th guy down the street. It does seem a bit cumbersome (that is a lot of dice rolling). I also agree that the system, as given in the book, can be a bit silly (especially when you start talking about utilizing special materials). We tend to just NOT convert to silver pieces and use the gold vale as the target number. Is it perfect? No, but it doesn't take 10 years to craft a suit of armor either.
Now, for the crit range thing...
So, you take that long sword from 19-20x2 to 18-20x2... and it caps out at 16-20x2 and then you add keen or take the critical feat and it goes to 10-20x2. Yikes.
Unless of course you ruled that a masterfully crafted weapon that can cleave a mans head right off like butter doens't gain benefit from either keen or the crit threat feat (which I cannot seem to remember the name of at the moment) which would make the exeptionaly crafted sword slightly better than one using magic (keen) or someone especialy trained to cut peoples heads off (feat).

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Forgot to mention, I also like the idea of the "scavenging" for parts. We do this in my games but don't have specific mechanics for it. I am notorious for collecting things as I adventure that I either end up using in creating magical items or just wear as trophies, depending on my mood/character.
For example, in my last gaming session my sons character (an alchemist) gathered the blood of a Quickling after we killed it (little bugger nearly pin pricked me to death!) with the intent on using its essance in the creation of potions of haste. The "gold piece" value for the material components will be offset by the "rare components" gained from the Quickling.
But, we don't have any hard fast rule for it... we just play it by ear. Which is how I prefer to do most things with the game. There are, in my opinion, already more than enough rules so I tend to keep things not specificaly detailed rather simple.

KingDrache64 |
Hey thanks for the feedback! I was afraid of the crit imbalance as well. But I would like players to have some control over that. I have been planning on using more constructs/immune to crit creatures if I still needed to challenge the payer. But getting a longsword to -3 crit would require a craft check of 30. Maybe I should limit crit to a max of -1? What do you think?
As far as the complexity/dice rolls, I do have to walk my players through it a few times but once they get it down it's just roll roll roll. Swap points around, done. :) I had a player who went crazy and crafted his armor shield and multiple weapons, it took about 5 minutes for the whole ordeal.

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I really think your system would be ideal for a very low magic world where the quality of the tool is more important.
A friend of mine has a very involved system regarding crafted weapon properties that work similar to enchantment properties only on a mundane scale. Blades can be sharper, more flexible, basket hilts to help with defense, ornate to inspire awe in those that see them, etc.

KingDrache64 |
Thanks! I tend to run my world with low magic, usually because my players don't do their research and just take what they randomly are rewarded
Also no one really plays magic users, I usually have a magic companion join them.
Does anyone have any suggestions for my system or think they would like to use it for their games?