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Difference between revisions of "Crafting Rules"

(Created page with "A working note pad for Lilith to drop her dumb ideas about making MAGICAL stuff. Mundane stuff will be WAY simpler, I bet. Probably.<br><br> Goals: * Simple - easy to understa...")
 
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* Similar to Totems, where modifications have a set Point Value and can be bought.
 
* Similar to Totems, where modifications have a set Point Value and can be bought.
 
* Cap Mods to the Crafting skill of the maker. (Typically 5. Anything above 6 will be short lived as per '+news power stat')
 
* Cap Mods to the Crafting skill of the maker. (Typically 5. Anything above 6 will be short lived as per '+news power stat')
*
+
* Require 1 exceptional success per dot of mod. If a 3 dot mod only gets 2 succs, it fails. (Helps add another layer of 'sometimes, it just doesn't work right')
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* For every 2 points of Bonus, require 1 point of Negative. So a 3 dot boost has 2 points worth of badness.

Revision as of 13:42, 12 August 2022

A working note pad for Lilith to drop her dumb ideas about making MAGICAL stuff. Mundane stuff will be WAY simpler, I bet. Probably.

Goals:

  • Simple - easy to understand
  • Scales to the items - harder to exploit/has caps/limiters at different steps to prevent Ultimate Cheese Sawse


Current Madness:

  • Similar to Totems, where modifications have a set Point Value and can be bought.
  • Cap Mods to the Crafting skill of the maker. (Typically 5. Anything above 6 will be short lived as per '+news power stat')
  • Require 1 exceptional success per dot of mod. If a 3 dot mod only gets 2 succs, it fails. (Helps add another layer of 'sometimes, it just doesn't work right')
  • For every 2 points of Bonus, require 1 point of Negative. So a 3 dot boost has 2 points worth of badness.