- Crafting project by Duskie
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- 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).
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- 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
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- 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]