Crafting Rules

Yes, that helps and gives me a starting point. I am specifically trying to figure out magical items as well as large objects such as ships. And other things. The Mechanisms skill is a bit sketchy on how it actually works to make things, though I imagine it'd be easy to extrapolate from Craft.
 
Darzoni said:
Yes, that helps and gives me a starting point. I am specifically trying to figure out magical items as well as large objects such as ships. And other things. The Mechanisms skill is a bit sketchy on how it actually works to make things, though I imagine it'd be easy to extrapolate from Craft.

Mundane items: Arms & Equipment.

Magic items: There are several rule systems. For something sword & Sorcery-like, I believe there are still rules in arms & Equipment.
For d&d-style items, take a look at my Eberron conversion in my signature.
I believe Elric has runes, which allow for magic item creation?

- Dan
 
Detailed 'ground up' magic item creation rules in Age of Treason

For large objects such as a ship, I think there is room for an extension of the crafting system.

Simple level:

One key high end craft skill - Shipbuilding - supported by a labour force with one key craft skill (carpentry)

Craft (shipbuilding) needs modifying according to the skill level of the labour available (e.g. if the labour force is a bunch of people who average 50-75%, no bonus or penalty, otherwise, roll is modified)

However even here there is ropes, rigging, sails etc that all needd differnt skills to apply to the most simple vessels. You could of course make the rigging and sails a separate craft procedure.

Complex Level:

Art (Architecture) to build a temple? - also requires craft skills of masons, metalworkers, builders, wranglers, labour, etc - Or is it that a master mason also needs an architect. Basically any large project where multiple craft skills are required, and multiple levels of expertise. how does that work?

I was reading MRQ1 Pirates the other day (it's very good by the way). Occurred to me that this could be done similarly to the rules for a ship's crew given there. You have some key roles where the skills of an individual PC or NPC can make a big difference, then you have further modifications according to the general level of the crew.
 
The Making, Repairing, Maintenance and Quality section in Arms and Equipment gives what you need for crafting things.

The Buildings section gives details of huge numbers of buildings from peasant hovel to civic buildings.

For building ships hire a shipwright - details given under Hirelings.

Enchantments are dealt with in a separate section which is updated in A&E of Legend which has some of the above mentioned sections removed (Buildings I think).
 
Back
Top