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Thread: Technology 3.5 - Discussion Corner

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    imp_fireball's Avatar

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    Jul 2008

    Default Re: Technology 3.5 - Discussion Corner

    Quote Originally Posted by BLiZme.2 View Post
    as it stands its like trying to rebuild the rules for spell casting based on one or two spells from the SRD with nothing else.

    The OP was actually a summary of the entire outline.

    When modifying a weapon, you can either modify it's features, it's properties or its utilities.

    When modifying a utility you can choose to remove a utility of the weapon, thus freeing up a 'modification slot' or adding on a utility, thus filling a 'modification slot'. Utilities can serve pretty much any function that isn't covered by properties or features, as long as the GM approves.

    Ie. Coffee Maker, MP3 player, quick dissassembly function (+X on checks to repair weapon), retractable bayonet, quick loader, weapon transformation, radio, etc.

    Applying a utility to a weapon is a techcraft (new skill) check which costs time in accordance to the number of 'craft points' needed ('craft points' relate only to tech craft for this purpose and are not at all associated with craft checks to create new weapons) and an arbitrary (GM discretion) money expenditure.

    Removing a utility from a weapon does not usually require as many craft points (usually about 1/4, or GM discretion) and only a minor money expenditure, or none at all.

    Crafting a utility is an associated craft check.

    Simple Weapons and Shields usually have 5-8 modification slots + Enhancement Bonus that Weapon Scales to (in accordance to its features; +1 for Master Work).

    Martial Weapons and Shields usually have 3-5 modification slots + Enhancement Bonus that Weapon Scales to (in accordance to its features; +1 for Master Work).

    Exotic Weapons and Shields
    usually have 1-3 modification slots + Enhancement Bonus that Weapon Scales to (in accordance to its features; +1 for Master Work).

    has a number of modification slots equal to 1d10 + Enhancement Bonus that Armor Scales to (in accordance to its features; +1 for Master Work) or GM discretion.

    NOTE: If modifications are added to a weapon, armor or shield beyond their allowed modification slots, the techcraft DC is increased by an incremental +4 for each additional modification beyond the first added to the weapon, armor or shield.

    Properties are what make up a weapon. Ie. A sword is sharp, a mace is blunt, etc.

    Properties include damage type, damage, two handed, martial, exotic, simple, reach, double weapon, range, material, etc. For armor, they also include, light, medium or heavy.

    Changing the properties of a weapon, shield or armor requires an associated craft check. Changes can be minor, regular, major or impossible, mostly at GM discretion. Minor changes require only a few hours at most (ie. sawed off shotgun, new paint job, etc.) and a very small DC for the craft check that can be performed unskilled (usually 1/8 craft points for crafting item or less), regular changes might involve changing the material of the weapon by forging a new alloy by injecting reacting compounds/elements into the weapon's material - the craft check for such a change could be typical, requiring a few days or weeks time, money and even another craft check (ie. Craft Chemical) if the player wants to reduce the DC. Craft points are usually about 1/2 required craft points for crafting the actual item.

    Major changes might involve increasing the weight of the weapon, extending its length to give it reach, increasing its damage and/or damage type, making it a double weapon, extending its range, making it easier to apply utilities - such changes might convert the weapon's class from martial to exotic or require the weapon to be remade as masterwork. The DC is also higher than normal, and money expenditure is greater than normal. Craft points are usually almost equal to what is required to craft the item originally or even more.

    Impossible changes usually end up changing the weapon completely (ie. a great sword is now a rapier or a heavy shield is now a tower shield) and in such cases the GM rules that the weapon should be broken into its baser components and remade with a new craft check; make a second craft check at the same DC to determine if any material was lost during the disassembly/salvaging process (material lost is equal to what is lost on a drastic failure of a craft check as normal) - the cost of making the new item is reduced by the cost of making the previous item (should be noted), but only if the previous item is composed of similar material to the new item (GM discretion).

    NOTE: Making a new item out of the previous one destroys any utilities attached to the weapon as well as features; however, features can be duplicated with a new craft check, assuming it's high enough and enough time is invested (see features below).

    Features are essentially the quality of the weapon. Any feature of the weapon scales to enhancement bonus as regular D&D - many features also mimic the magical affects seen in regular D&D (ie. Keen, Vorpal, Fiery Burst, etc.).

    Features must be applied to a weapon on the initial craft check, which are often un-attainable and require a lot of time (months or years - usually 20 times regular craft points or more due to finesse involved) without drafting an appropriate blue print with techcraft (which requires appropriate ranks in Knowledge (Science and Technology); some appropriate knowledge is only attainable at GM discretion, ie. through a quest) and having Craft Technological Arms and Armor (feat; reduces time to craft by divisor of 10).

    Any further explanation needed?
    Last edited by imp_fireball; 2010-06-07 at 03:38 PM.