Best crafting rules?


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dbm

Savage!
Supporter
GURPS has a good system from a verisimilitude perspective, if crafting or inventing is something you want to make a focus of PC activity. It breaks down the act of invention into stages of concept design, prototyping, testing & fixing, and finally production. For simply creation of established items then the focus is just in the final step.

One of the positives from this is the need for multiple skills, so it can support a party of characters, each with different specialities, collaborating on a complex project. On the flip side it makes being a solo-inventor very costly from a character skill perspective.

The process can be applied to any system, however, so these days I would use the framework suggested by GURPS in a more medium-weight system like Savage Worlds. A dramatic task could be easily used to show characters making something in a montage-style scene.

As an added extra, Savage Worlds also has a cool creation rule in the form of the McGyver edge, which allows a character to whip up some quick, jury rigged item in the way the eponimous character does. So you could easily play out more involved creation using dramatic tasks and have a gadgeteer character without going to Batman levels of gadgeteering.

That addresses making mundane things, and both also have rules for making short term magical items (potions, scrolls and so on) and longer term enchanted items (swords, armour, wands etc.). The GURPS rules in Magic explain the spells and material needed to make specific effects, and there are rules whereby effects are built up over successive skill rolls which means that a character might end up with an imperfect device that has quirks or side effects. The Savage Worlds rules are a bit more straightforward but also cover the aptitudes, spells, and materials that a character would need if they are to succeed.
 

Undrave

Legend
It seems to me some people just want to make their own weapons/armor, some want to mix an infusion of wormwood with powdered root of asphodel to make a sleeping potion, some want to stew an eye of dragon and the tusks of an umber hulk to infuse their armor with a magical effect/bonus, some want to run a business as a master craftsman, and some want to play a full economic game (or so it seems to me.)

To me, a good crafting system is one that lets players play the characters they want to play and introduces unique options. I think it's best if a crafting system is more a part of the travel and exploration pillar than the combat pillar.

To me, a bad crafting system is one that doesn't sync with the rest of the rules. Or one that allows gamification. Like one pet peeve of mine in D&D is having races with different longevity and different backgrounds have the same starting gold & equipment. I can have a master craftsman background but there's no mechanical impact from that choice - it's largely a ribbon feature without some extra effort to make it a functional feature over time.
I'm not quite sure either what people want, but in my mind a crafting system should be in the service of your character obtaining new options. If I want to play an economic game I can play a great board game.
 

I want ... Starcraft, in a way.

[Workshop] Xgp. Lets you make [Catagory]. Potions, scrolls, wands, swords, what have you.

Base Material - Steel, lead, oak, cow's blood, glass vials with pure water, &c. The physical thing you hold or consume as well as common components. Trivial or easy to source. Most common items only need this (potions of healing). Usually listed as a number of units with a fixed cost per unit.

Refined Material - Gold, copper, gems, ivory, &c. The material that allows the object to hold the magic. Common to source, but expensive. Uncommon items. Usually listed as a number of units with a fixed cost per unit.

Exotic Material - Star sapphires, dragon's blood, unicorn horn, dark water, &c. The first of the specific materials. Difficult to source, usually adventure fodder. 1-3 units per item. Coin prices could be determined for bartering, or when the party gets a huge payday.

Power Material - Residuum, Divine tears, &c. Able to be substituted do to the inherent raw, and thus generic, power they contain. Can substitute up to 100% for Refined materials, 75% for Base materials (you have to hold something), and 50% of Exotic materials. The cloak of fire resistance is made from hellhound hide for a reason, but with enough residuum you only need one.

It is perfectly fine with me if a whole category of magic items or mundane but complex items are covered with one cost. (Telescopes, sextants, potions of healing all cost 1 unit Base and 1 unit Refined)
 


aramis erak

Legend
Thank you for answering! What do you like about them?
Without teaching you the whole system, it's not easy for me to explain.
It has to do with the interplay of the dice mechanics with the construction system, and how difficulties are set by base plus options. They're playable, and not too mathy. Most building is 1-2 rolls (design and assembly). Results can be a bit swingy, but usually one does get the desired functionality if it's not too wild.
Further, the mods rules are compatible with the design rules - albeit with some hiccups.
Basically, they support the expected performancefor the setting.
 

MGibster

Legend
Fallout from Modiphius games has a crafting system designed to emulate the one from the Fallout 4 video game. You basically gather various components while scavanging and you use them to modify your weapons and armor at the appropriate workbench. To modify your weapons, a character needs to take the appropriate Perk (like a Feat in D&D) which the character must qualify for based on level, minimum attribute, and prerequisite perks.

Weapons and armor in Fallout have certain traits, like reliable, close quarters (you can use it it close combat), piercing, etc., etc. If you start out with your basic 10mm pistol and by making it automatic you add to it's fire rate and give it the burst trait.

I've only run one Fallout campaign, and I started out letting the PCs get modifications to their weapons in nearby settlements. I put an end to that because I thought it was too easy for the PCs to modify their weapons. In the future, I might decide to limit the skill level available at a particular settlement or rewards the players with access to skilled artisans who can modify their equipment. Or they can just get the perks themselves and do it.

Here's the thing; I dislike crafting systems in TTRPGs. I find the whole process tedious and not the least bit rewarding. I want to be out adventuring not sitting inside trying to squeeze out the most advantageous build possible. But I understand some people love that kind of thing and that's perfectly okay.
 

corwyn77

Adventurer
GURPS has a good system from a verisimilitude perspective, if crafting or inventing is something you want to make a focus of PC activity. It breaks down the act of invention into stages of concept design, prototyping, testing & fixing, and finally production. For simply creation of established items then the focus is just in the final step.

One of the positives from this is the need for multiple skills, so it can support a party of characters, each with different specialities, collaborating on a complex project. On the flip side it makes being a solo-inventor very costly from a character skill perspective.

The process can be applied to any system, however, so these days I would use the framework suggested by GURPS in a more medium-weight system like Savage Worlds. A dramatic task could be easily used to show characters making something in a montage-style scene.

As an added extra, Savage Worlds also has a cool creation rule in the form of the McGyver edge, which allows a character to whip up some quick, jury rigged item in the way the eponimous character does. So you could easily play out more involved creation using dramatic tasks and have a gadgeteer character without going to Batman levels of gadgeteering.

That addresses making mundane things, and both also have rules for making short term magical items (potions, scrolls and so on) and longer term enchanted items (swords, armour, wands etc.). The GURPS rules in Magic explain the spells and material needed to make specific effects, and there are rules whereby effects are built up over successive skill rolls which means that a character might end up with an imperfect device that has quirks or side effects. The Savage Worlds rules are a bit more straightforward but also cover the aptitudes, spells, and materials that a character would need if they are to succeed.
I like these two systems quite a bit. The Gurps system is more complex but, imo, more robust but there are a few lighter versions to suit different genres - After the End (post-apocalypse), Monster Hunters and Action, Girl Genius all have variants.
 

UngainlyTitan

Legend
Supporter
My preference is Level Up's system, combined with the Complete Craftsman from Mage Hand Press. I can expand on these if anyone's interested.
Generally, I find that a sentence or 2 as to the reason why one has a preference is more useful and informative that a mere declaration of like or dislike or preference that is otherwise unsupported.
 

Micah Sweet

Level Up & OSR Enthusiast
Generally, I find that a sentence or 2 as to the reason why one has a preference is more useful and informative that a mere declaration of like or dislike or preference that is otherwise unsupported.
Is that a request for more information, or just criticism of my posting style? I did offer.
 

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