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Old 04-26-2017, 12:29 PM   #1
vicky_molokh
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Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Crafting a more generic Crafting Ruleset

Greetings, all!

Sometimes, one needs to generalize item-crafting rules to something more universal than LTC. E.g. in some settings, it makes sense to have crafting at higher TLs (Star Wars, or some of my own game worlds). So I'm trying to polish the generalized ruleset I've kept ready-in-case-I-need it so far. Some things seem obvious, but others raise questions

The basic idea is similar to LTC:
An item is split into materials cost and labour cost. One needs to purchase materials, then add an amount of labour equivalent to the labour cost; more on that later.
Unlike LTC, I'm using a crafting roll's MoS in a more forgiving manner: like in freelance jobs, every ±1 MoS corresponds to a ±10% adjustment to the productivity of the crafter - whether in the form of reduced time (calculated based on adjusted productivity), or in the form of accidentally producing an item of improved quality (on a critical success, or a sufficiently high MoS - again, use Freelance income adjustments as a guideline). In this ruleset, deliberately producing an item of superior quality normally just takes more labour, assuming the prerequisites of such quality (if any) are met.

However, I have ran into two things that I'm worried about when trying to balance the generic ruleset:
  1. How to pick the base labour value rate? I.e. should Jewelers inherently count as adding labour value at a Wealthy rate (×5), while Sewing crafters do it at a Struggling (×½) rate? If yes, how do I adjust which skills deserve such a free boost, especially when people are crafting stuff for themselves and not for sale nor as part of a regular job?
  2. How should crafting with multiple skills and/or Wildcard skills be handled? E.g., should something that requires both Smith and Armoury (and rolling the lower of the two) inherently add labour at a double rate? Or perhaps at a rate of ×1+(some_smaller_number×extra_skill_count)? What about use of Wildcards in such situations, which are extremely expensive as skills?

I know that "you can craft that much doesn't mean you can sell that much", but I'm working on the assumption that the output may be either sold or used by the party itself.

Any other useful ideas on the topic welcome.
Thanks in advance!
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