Trinkets should be decoupled from the Crafting (Repair) rules


Skills, Feats, Equipment & Spells


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Trinkets should be decoupled from the Crafting (Repair) rules. As it currently stands, in order to affix these one-use consumable items to a character's equipment, the character must fumble around with a repair kit and a Crafting check for a full hour against an arbitrarily GM-determined DC. If they critically succeed, it does not matter. If they fail, that is an hour wasted. If they critically fail, then that is an hour wasted, and the item dented.

It should not be this hard to upgrade an item with a basic consumable trinket.


Ugh really? I somehow missed that it requires a Craft check. You'd think it would just be a minute of basic work without a check to attach or hang a trinket.

Grand Lodge

Using one of my wasters behind me, I was able to affix a trinket like item in about 30 seconds.

So, yeah, I agree, this makes precisely zero sense.


This should really be changed!


Culach wrote:

Using one of my wasters behind me, I was able to affix a trinket like item in about 30 seconds.

So, yeah, I agree, this makes precisely zero sense.

How long did it take you to integrate the magical field with the base item?

Grand Lodge

Well, since all I had to do was concentrate while I affixed it, 30 seconds.

That is how resonance is described as working, and that would be how a fighter uses it.

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