Title: Crafting project by Duskie ----- This is an early concept for a crafting sys Author: Anonymous Pastebin link: http://pastebin.com/daJEFEfk First Edit: Friday 26th of July 2013 11:34:46 AM CDT Last Edit: Friday 26th of July 2013 11:34:46 AM CDT Crafting project by Duskie -----   This is an early concept for a crafting system   The idea is simple: using dices and materials, crafting would allow anybody to try to craft, repare, create things, simply and in a viable way (so nobody can get too far and make impossible or imbalanced items).   ------------------------------------------- Summary   1-Crafting types 2-Tools 3-Speciality 4-Success rate 5-Improving 6-Repairing 7-Materials 8-Prototypes 9-System requirements and limitations 10-Generic craft example -------------------------------------------   1--Crafting types:   Crafting would be divided into different categories of crafting:   -Cooking -building -repairing -improving -refining   Cooking is crafting food, basically. Building is making something new from raw materials. Repairing is fixing something broken. Improving consists in making something better than it was. Refining consists in turning a raw material in something usable, ex: log into planks.   2--Tools: Crafting requires tools, you can't make an iron sword in the wild with your bare hooves:   -Cooking requires a kitchen -Building, improving and refining requirements depends on what you're trying to build/fix/refine [smithy, workshop and so on]   3--Speciality:   One way to better your success rate at crafting is to craft within your expertise area, meaning a blacksmith would have a better chance to repair a weapon than a lumberjack, but a lumberjack would be better at making planks out of logs than a blacksmith. This should make reinforce rp through exchanges and requests.   One should have a bonus to his craft rolls when crafting something related to his job. [+ 15% to 30%]   4--Success rate:   Crafts should be divided into categories according to how difficult they are, from lvl 1 to lvl 3.   lvl 1: anybody can try this with a good success rate. ex: making a sandwich [~60% success rate] lvl 2: Those crafts are harder: Ex: building a low tier weapon out of refined materials [~45% success rate] lvl 3: You're very unlikely to succeed if you're out of your area of expertise [~15% success rate.]     note 1: Any weapon craft with a low roll should have a malus [ex: I rolled 48 [on at least 45] , my sword is 1d8-1] [other items should follow the same rule in the same way, ex: a shitty fishing rod wich is likely to break anytime] [doesn't apply if you're in your area of expertise.]   note 2: If any lvl 3 craft succeeds out of the crafter's area of expertise it is necessarily a low tier product, it suffers a malus if it's a weapon, -and cannot be improved further-. [ex: A good sword is normally 1d7+2, but since Arrant is no blacksmith, he only managed to make a 1d7+1 good sword [and he was fucking extremely lucky]]   5--Improving   This consists in making a tool or a weapon better. ex: I want to make my katana sharper, I need some materials such as iron, If I succeed My katana now deals 1d7+1 dmg instead of 1d8. Keep in mind that this makes the weapons essentially more reliable, not more powerful. If I fail my blade is damaged and must be repaired.   6--Repairing   Damaged items and weapons break more easily, meaning each tim I hit with my damaged katana I must roll to see if it breaks. Repairing it, I can cancel this condition.   Repairing needs some materials and tools according to what I want to repair. Ex: My katana needs iron. Failing at repairing destroys the craft, it is no more usable, and cannot be repaired at all.     7-- Materials   A list of materials for each craft type should be decided, those are required to attempt to craft, if the craft fails the materials are lost and cannot be used further.   8--Prototypes   To build something new, I must beforehand craft a prototype. Crafting the prototype works exactly the same as normal crafting, but is a necessary step to create something reliable.   Prototypes can be used but works like damaged items, they may break anytime.   9--system requirements and limitations   -You can't attempts to craft an infinite amount of things per day, it takes time, two attempts seems reasonable. -1 roll per attempt only. -Any successful craft must be copy/pasted into thread so that anyone can check its validity. -crafting can only be done in formal chans. -GMs can alter the success rate of a crafting. -the right tools and materials must be used. -Crafting is ruled by the common-sense law, no, you CANNOT build a bazooka with a branch and a nail clip. -NO MAGIC. at all. ever.   10--Generic craft example   A generic craft should work this way:   I want to make a sword, swords are common so I don't need a prototype, I got two iron ingots, a wooden hilt I crafted earlier, I will now try to craft the sword.   It is a basic sword so it's a lvl 2 crafting, lvl 2 is 45%, but I'm an apprentice blacksmith then it's +15% = 60%.   !roll d100 for crafting a simple iron sword server: 65 == 65   I'm above 60, so I successfully made an Iron sword. [1d8]