BrowncoatJayson
2011-04-23, 12:37 AM
At long last my group is getting ready to do some 4E gaming, but one of my players had concerns about his background. He wanted to play a dwarven smith, who takes to adventuring in his old age after a tragedy. However, the... complete lack... of rules for creating items annoyed him. Sure, he could learn the Enchant Magic Item ritual at level 4 and make pretty much anything he wanted. I even said he could use it to make non-magical gear the same way, but he wanted something better. In truth, he wanted a skill-based system.
Here's what I came up with, kind of a hybrid skills/ritual thing. Hopefully you guys can see any flaws in it before we start using it.
Skills
Craft (Intelligence)
You know how to repair, improve, and create a variety of goods.
Special: Each time you gain training in this skill, you must select what specialty it applies to. For all other specialties. Each specialty must be tracked separately. Available specialties include: alchemy, blacksmithing, carpentry, cartography, cooking, fletching, jewelcraft, masonry, mechanics, shipmaking, tailoring, and weaving.
Craft Object
Make a Craft check to successfully craft an object. Object creation is treated as a ritual, although no ritual book is required, nor is the knowledge lost upon success.
Craft: Daily action.
DC: Varies depending on the task you're attempting.
Success: You create a mundane object.
Failure: You lose half of the component cost, and can try again.
{TABLE=HEAD]Standard Object|Craft DC
Standard gear (clothing, rope, rations, etc)|10
Specialty gear (climber's kit, implements, feast, etc)|20
Serviceable gear (armor, weapons, etc)|25
Paragon masterwork gear|30
Epic masterwork gear|35
[/table]
Object Knowledge
Make a Craft check to recognize useful knowledge about an item that can be created using your specialty, general information about its use, or the crafting of such objects.
Examples of object knowledge include determining if an object has been weakened (common), recognizing the mark of superior (or inferior) craftsmanship (common), recognizing fakes (expert), or spotting hidden flaws (master).
Diplomacy (Charisma)
In addition to its uses in modifying a target's general attitude, Diplomacy can be used influence others when negotiating purchases, rights, and reimbursement. This makes this skill especially important for salesmen.
Negotiate Sale
Your Diplomacy check is opposed by an observer's Insight check. When negotiating deals between salesmen, your Diplomacy check is opposed by the other party's Diplomacy check.
Negotiate Sale: Encounter action.
DC: Diplomacy vs. Insight (or Diplomacy).
Success: You increase the price, quantity or other factor by 10% in your favor.
Failure: Normally, you can't try again. If you forfeit and restart negotiations, increase the price, quantity or other factor by 10% in favor of your opponent.
Skill Rituals
Create Item
You use your expertise in crafting to create an item.
{TABLE]Level: 1|Component Cost: Special
Category: Creation|Market Price: 75 gp
Time: Special|Key Skill: Craft
Duration: Permanent|
[/TABLE]
You create a normal item. The ritual's component cost is 80% of the price of the item you create.
You can also use this ritual to repair an existing item. The component cost is one-fifth the price of the item you are repairing (for example, repairing scale armor costs 9 gp in components, which is 1/5x the cost of scale armor, 45 gp).
Creating an item requires a skill challenge. The Complexity is 2, requiring 6 successes before 3 failures. The time it takes to create the item varies depending on its type; armor and weapons may take days to complete, but a candle only an hour.
Create Masterwork Item
You fashion an object of unsurpassed quality.
{TABLE]Level: 16|Component Cost: Special
Category: Creation|Market Price: 125 gp
Time: Special|Key Skill: Craft
Duration: Permanent|
[/TABLE]
You create a masterwork item. The ritual's component cost is equal to 100x the price of the standard item you create (for example, to create Wyrmscale armor, the cost of the components is 4,500 gp, which is 100x the cost of scale armor, 45 gp).
Creating a masterwork item requires a skill challenge. The Complexity is 4, requiring 10 successes before 3 failures. The time it takes to create the item varies depending on its type; masterwork armor may take a week or more to complete, but silk rope may only take two days to weave. Masterwork armor is listed in the Player's Handbook, but other masterwork items are possible. All masterwork items can be treated as magical items for determining their weight, saves and durability, but are non-magical and function normal in areas of non-magic, and cannot be dispelled.
My first post here, so fire away! Thanks!
Here's what I came up with, kind of a hybrid skills/ritual thing. Hopefully you guys can see any flaws in it before we start using it.
Skills
Craft (Intelligence)
You know how to repair, improve, and create a variety of goods.
Special: Each time you gain training in this skill, you must select what specialty it applies to. For all other specialties. Each specialty must be tracked separately. Available specialties include: alchemy, blacksmithing, carpentry, cartography, cooking, fletching, jewelcraft, masonry, mechanics, shipmaking, tailoring, and weaving.
Craft Object
Make a Craft check to successfully craft an object. Object creation is treated as a ritual, although no ritual book is required, nor is the knowledge lost upon success.
Craft: Daily action.
DC: Varies depending on the task you're attempting.
Success: You create a mundane object.
Failure: You lose half of the component cost, and can try again.
{TABLE=HEAD]Standard Object|Craft DC
Standard gear (clothing, rope, rations, etc)|10
Specialty gear (climber's kit, implements, feast, etc)|20
Serviceable gear (armor, weapons, etc)|25
Paragon masterwork gear|30
Epic masterwork gear|35
[/table]
Object Knowledge
Make a Craft check to recognize useful knowledge about an item that can be created using your specialty, general information about its use, or the crafting of such objects.
Examples of object knowledge include determining if an object has been weakened (common), recognizing the mark of superior (or inferior) craftsmanship (common), recognizing fakes (expert), or spotting hidden flaws (master).
Diplomacy (Charisma)
In addition to its uses in modifying a target's general attitude, Diplomacy can be used influence others when negotiating purchases, rights, and reimbursement. This makes this skill especially important for salesmen.
Negotiate Sale
Your Diplomacy check is opposed by an observer's Insight check. When negotiating deals between salesmen, your Diplomacy check is opposed by the other party's Diplomacy check.
Negotiate Sale: Encounter action.
DC: Diplomacy vs. Insight (or Diplomacy).
Success: You increase the price, quantity or other factor by 10% in your favor.
Failure: Normally, you can't try again. If you forfeit and restart negotiations, increase the price, quantity or other factor by 10% in favor of your opponent.
Skill Rituals
Create Item
You use your expertise in crafting to create an item.
{TABLE]Level: 1|Component Cost: Special
Category: Creation|Market Price: 75 gp
Time: Special|Key Skill: Craft
Duration: Permanent|
[/TABLE]
You create a normal item. The ritual's component cost is 80% of the price of the item you create.
You can also use this ritual to repair an existing item. The component cost is one-fifth the price of the item you are repairing (for example, repairing scale armor costs 9 gp in components, which is 1/5x the cost of scale armor, 45 gp).
Creating an item requires a skill challenge. The Complexity is 2, requiring 6 successes before 3 failures. The time it takes to create the item varies depending on its type; armor and weapons may take days to complete, but a candle only an hour.
Create Masterwork Item
You fashion an object of unsurpassed quality.
{TABLE]Level: 16|Component Cost: Special
Category: Creation|Market Price: 125 gp
Time: Special|Key Skill: Craft
Duration: Permanent|
[/TABLE]
You create a masterwork item. The ritual's component cost is equal to 100x the price of the standard item you create (for example, to create Wyrmscale armor, the cost of the components is 4,500 gp, which is 100x the cost of scale armor, 45 gp).
Creating a masterwork item requires a skill challenge. The Complexity is 4, requiring 10 successes before 3 failures. The time it takes to create the item varies depending on its type; masterwork armor may take a week or more to complete, but silk rope may only take two days to weave. Masterwork armor is listed in the Player's Handbook, but other masterwork items are possible. All masterwork items can be treated as magical items for determining their weight, saves and durability, but are non-magical and function normal in areas of non-magic, and cannot be dispelled.
My first post here, so fire away! Thanks!