Difference between revisions of "Crafting Rules"
ShadowMaster (talk | contribs) (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') |
+ | * 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.