KaneEvolution
2017-04-22, 05:21 AM
Hey all,
So I recently started GMing a game and I realized how much I absolutely hate the feat tax that comes with crafting magical items, as well as how mundane crafting works, so I'm trying to work a hunter-gatherer style system into my game in the same vein of Monster Hunter, Skyrim and so on.
For metals, it's pretty obvious, grab a pickaxe and go prospect with Knowledge (Dungeoneering) and then take whacks at the rock at 5 minutes a check, STR check to break off a chunk and a variable success to break off more, simple enough.
For herbs, a combination of Knowledge (Nature) and Survival to gather up herbs, with some variable resource amounts and the possibility of rare herbs to dig up, and can be used for potions and poisons (And allows more expanded use of the Alchemy Manual, if folks are into that.)
For beasties, this is where I'm hung up. I've decided I want to use a relevant Knowledge skill (Such as Planes for harvesting stuff from demons) or Survival can be used, so as to not exclude people from trying to get things from specific hunts, but I'm having trouble thinking of a loot table, or how to add a variable such as accidentally lacerating the dragon's gall and losing the pheromones (using the dragoncrafting handbook for a reference in that case.)
I just woke up so these are all vague summaries, I will be going more into detail about the prior two so people can use them if they're interested, and any help anyone can give for thinking of harvesting out of corpses would be greatly appreciated.
Cheers!
Kane
So I recently started GMing a game and I realized how much I absolutely hate the feat tax that comes with crafting magical items, as well as how mundane crafting works, so I'm trying to work a hunter-gatherer style system into my game in the same vein of Monster Hunter, Skyrim and so on.
For metals, it's pretty obvious, grab a pickaxe and go prospect with Knowledge (Dungeoneering) and then take whacks at the rock at 5 minutes a check, STR check to break off a chunk and a variable success to break off more, simple enough.
For herbs, a combination of Knowledge (Nature) and Survival to gather up herbs, with some variable resource amounts and the possibility of rare herbs to dig up, and can be used for potions and poisons (And allows more expanded use of the Alchemy Manual, if folks are into that.)
For beasties, this is where I'm hung up. I've decided I want to use a relevant Knowledge skill (Such as Planes for harvesting stuff from demons) or Survival can be used, so as to not exclude people from trying to get things from specific hunts, but I'm having trouble thinking of a loot table, or how to add a variable such as accidentally lacerating the dragon's gall and losing the pheromones (using the dragoncrafting handbook for a reference in that case.)
I just woke up so these are all vague summaries, I will be going more into detail about the prior two so people can use them if they're interested, and any help anyone can give for thinking of harvesting out of corpses would be greatly appreciated.
Cheers!
Kane