| Aleron |
Requesting feedback, comments, and ideas on the crafting system I'm working on for my homebrew world. It's currently still in pretty rough shape, but the majority of the idea is outlined at least. While it seems perfectly clear to me, I very much acknowledge what makes sense in my head did not necessarily make sense when put to ye olde google doc. Especially since my brain is slightly addled due to night shifts.
The intent is for a heavily customizable crafting system more reliant on the materials, augments, and facilities than gold pieces and time.
Note: We don't use regular enhancement bonuses on items (+1 sword/armor/etc), instead tying that into heroic distinctions. If I was going to I'd be combining that into the material grade and lower the augments available.
Without going on too much, I would be happy to hear some thoughts, suggestions, or ideas. Especially stuff I've overlooked or might be missing would be hugely appreciated.
| Adam B. 135 |
I will definitely check this out tomorrow, since I'll be heading to sleep now.
Mind answering a few questions though, for me to see when I get back?
-Did you cut down crafting times to not be as insane? It sounds like you did based on your opening post.
-Do you know if this system would work for emulating something like Monster Hunter crafting?
Thank you!
| Aleron |
Yes, I made most of the crafting times a base amount depending on the type of craft. Most end up around a day to make (with more to augment the item in question). The only thing that takes a lot of time is making buildings or upgrading facilities for the most part. Time wasn't meant to be the big limiting factor, finding the materials (with the right grade) and augments to create your items are.
Funny you should mention monster hunter. The crafting system is a mix between monster hunter and the rune factory games actually. Those were the inspirations when I started creating it.
Will look forward to your feedback. Thanks!
| Cyrad RPG Superstar Season 9 Top 16 |
The rules aren't finished. There's no prices. No further discussion on how someone crafts things of certain grades. The bulk of the document consists of material descriptions, but nearly all of them don't really do anything particularly interesting. Nothing that will make a player go "Wow! I want a sword made out of that!" To me, that's what you want in a homebrew crafting system -- something to get players excited about the details of crafting and materials. This is usually my problem with most homebrew crafting systems and alternate rule sets: they feel more like a gamemaster's pet project they did for fun rather than something meant for the players.
I do like that you provide simple crafting times, but it also means having a high Craft skill doesn't help you craft faster.
I like the elemental essences, though I'm not liking the new energy types. I understand it's part of your homebrew setting. However, I never liked the 4th Edition school of thought to add more energy types that don't do anything other than apply an arbitrary label on damage. An energy/damage type should have some kind of game world interaction with physics. Fire damage makes things hotter, melts them. Cold freezes stuff. Acid corrodes. Electricity has its own set of complicated interactions. Positive energy has no effect on objects, but heals living creatures and harms undead. What does air do? Smack people with a flow of air? Wouldn't that be bludgeoning damage?
| Ciaran Barnes |
I like the thought that having special raw materials, and that where it is crafted makes a better item. For example, crafting the hide of an red dragon within the heart of a volcano should turn out pretty awesome for a crater who can survive obtaining the material and the dangers of being in a volcano. I also like that the various Craft/Profession skills become more important, and Spellcraft less important (it should still be part of it though). How these translate mechanically is where it gets tricky. Or not. It depends on your group.
However, the lists with all the specifics is where you lose me. For you game, its great, because it fits your style and you know what the lists do. For myself, I would rather do the materials and location thing, and just kind of softball it in from there, coming up with something that the player and I agree on.
| Adam B. 135 |
I saw some stuff when I was skimming last night that made me think about monster hunter. Very cool system you have here.
I like that there are lots of materials and. Also, the new crafting times rock! We'll get a DC table soon right? And what does burst refer to on the essence section? I can make a guess, but I want to make sure.
Question: how do grades on essence and gems work? I thought these were already augments.
| Aleron |
The rules aren't finished. There's no prices. No further discussion on how someone crafts things of certain grades. The bulk of the document consists of material descriptions, but nearly all of them don't really do anything particularly interesting. Nothing that will make a player go "Wow! I want a sword made out of that!" To me, that's what you want in a homebrew crafting system -- something to get players excited about the details of crafting and materials. This is usually my problem with most homebrew crafting systems and alternate rule sets: they feel more like a gamemaster's pet project they did for fun rather than something meant for the players.
I do like that you provide simple crafting times, but it also means having a high Craft skill doesn't help you craft faster.
I like the elemental essences, though I'm not liking the new energy types. I understand it's part of your homebrew setting. However, I never liked the 4th Edition school of thought to add more energy types that don't do anything other than apply an arbitrary label on damage. An energy/damage type should have some kind of game world interaction with physics. Fire damage makes things hotter, melts them. Cold freezes stuff. Acid corrodes. Electricity has its own set of complicated interactions. Positive energy has no effect on objects, but heals living creatures and harms undead. What does air do? Smack people with a flow of air? Wouldn't that be bludgeoning damage?
I mentioned the rules are in the early planning stages in the first post pretty clearly. I wanted early feedback before I got too deep into it so I could start adjusting for things that were missing or required changing. Prices will be the last thing I do as they are the hardest to gauge until everything else is completed.
Can't deny it is a pet project, but what do you mean by materials that aren't particularly interesting? Can you give an example here? Should I be putting more emphasis on the base material abilities and less on the augments? Additionally, how can I tailor it more for players?
On the crafting times, yeah, I think the trade off is worth it though. Having the base times be something reasonable but not being able to craft faster I think it is alright and keeps it simpler. I could be convinced otherwise though on that.
The elemental essences are something that's part of the new setting. It's described in another section and I didn't think to comment on it here. Those are the only damage types in the world as far as the elements are concerned. For example, instead of having electricity and sonic, air basically absorbed all electricity, sonic, and wind effects. If you cast a lightning bolt it is considered air damage. If you cast a spell that was once considered sonic damage, it deals air damage. Light is more considered divine or radiant damage as opposed to positive energy which can only hurt undead. Light still encompasses healing as well, but it is a different application of the same energy being harnessed.
Hope that is clearer. Thanks for the feedback!
| Aleron |
I like the thought that having special raw materials, and that where it is crafted makes a better item. For example, crafting the hide of an red dragon within the heart of a volcano should turn out pretty awesome for a crater who can survive obtaining the material and the dangers of being in a volcano. I also like that the various Craft/Profession skills become more important, and Spellcraft less important (it should still be part of it though). How these translate mechanically is where it gets tricky. Or not. It depends on your group.
However, the lists with all the specifics is where you lose me. For you game, its great, because it fits your style and you know what the lists do. For myself, I would rather do the materials and location thing, and just kind of softball it in from there, coming up with something that the player and I agree on.
You nailed a large part of what I was going for in the first part of your post. I feel it makes the items created more personal and every one will have a story, even if it's a small one.
Spellcraft I honestly overlooked. I was trying to make it so anyone could craft, so I admit it didn't come to mind immediately. Any suggestions how it could be added? Ah perhaps I could removed Craft (Magical) and replace it with the spellcraft skill for that specific craft? I think that might work well and fits considering the items that are made there. Think I'll do that.
Could you elaborate on how the specifics lose you? Is it too much information all thrown together? I was afraid of that once I started detailing the materials and augments. It can get a little overwhelming.
Appreciate the feedback!
| Aleron |
I saw some stuff when I was skimming last night that made me think about monster hunter. Very cool system you have here.
I like that there are lots of materials and. Also, the new crafting times rock! We'll get a DC table soon right? And what does burst refer to on the essence section? I can make a guess, but I want to make sure.
Question: how do grades on essence and gems work? I thought these were already augments.
Thanks Adam!
The original DC of crafting something is based on the material used (grade of the material doesn't play a part on this). Personally I'm still working on the numbers but it should be pretty standard increasing by 5 with each material. I'll use metal since it is closest to being done as an example:
Bronze: DC 10 (Bronze grants a +5 bonus to craft with it though)
Iron: DC 10
Silver: DC 15
Cold Iron: DC 20
Platinum: DC 25
Mythral: DC 30
Adamant: DC 35
Orichalcum: DC 40
This would be the same for the other materials as they are created. The first one is always easy to work with and the rest get progressively harder.
In my other notes, I had that each augment you add takes the base DC of the material and increases it by 5. I'm starting to think that might be way too high though. Orichalcum on the fifth augment would reach a DC 65...mind you that would be as high as it gets too though. Might be too high, still need to run the numbers.
When I originally made the document I wasn't sure whether augments and materials would have grades initially. At least for essences, I did change it and basically said you could add more than one essence to an item to increase the effect. Hence essences shouldn't have grades, that was my mistake.
It needs to be clearer, you're right. Burst through refers to a weapon deals 1d6 elemental damage with an extra 1d10 on a critical hit. The final level should be doing 2d6 plus an additional 1d10 on a critical hit but I wasn't sure how to phrase that yet.
The gems, as mentioned, are a carryover. I may leave them with grades still but it does break my convention otherwise which I don't like. That will require some thought and tinkering I think.
Thanks for the feedback! It's been very helpful.
| Aleron |
Under went quite a bit of work on this and will be starting to use it sometime next month. As of this post I'm still filling in some more of the descriptions and fluff, but it is quite close at this point.
Heal and Spellcraft need a little more filling in on the rules for refining augments and how that works admittedly but I'm still giving that some thought out at this point (have the idea, need to 'refine' it though). As it is it does still cover basically all weapons, armors, and wondrous items including rings and amulets. Which is what I need to start testing and playing it anyway.
Likely worth saying I have no intention of putting costs in here as I'm sure if someone wished they could match up everything against Pathfinder to do that. Personally I DM a bit more openly and by feel than by the wealth by level rules. That and for my campaign they'll do more trading of various materials/augments for other ones or do quests/work to earn them. I don't really want them generally easily available in a given shop.
Figured would give this one last bump before it sees action in the hope for some constructive criticism and helpful suggestions.