"Crafting" Rules?

By mikecolns85, in Star Wars: Edge of the Empire RPG

I was just curious if there are crafting rules for this game and where I could find said rules. Thanks

Nope, not yet. Here's hoping for the Technician career expansion book.

Yeah, the talents Inventor, and Contraption do suggest its in the pipes, but nothing solid official on crafting new items yet.

Very slowly working on some stuff myself, to utilize these talents.

I'm not sure what those talents do.

If you wanted to home brew something, you could take a nod from the RCR D20 game. They had a "cost" of the item to be built, then you would roll your skill, and then subtract that from the cost. Each roll would represent about 8 hours of work.

So you could use a similar system, but instead of cost, you would have Success and Advantage, and maybe Triumph. You could determine how many Success' and Advatages are needed to craft the item, then they could roll, with each roll taking about 8 hours.

I have no idea of what to set the "cost" for each item would be. But it is an idea. If you come up with any kind of system, let us know.

One quick idea is that every 100 credits worth is 10 success and maybe an advantage is worth two success. If the item has hard points then that could require maybe 4 Advatages rolled to build that part.

Again, just some ideas. Good luck.

Depends on your definition of crafting. As strictly a WoW carryover, I don't see much point to it... especially when dealing with high tech devices.

On the other hand, customizing and modifying items is an integral part of the rules, and is found on page 187 of the Core Rulebook.

I'd have to read the talents to see what they do, but a quick off the top of my head ruleset would be something like this:

time = cost / 50 in days

cost = 75% of base item cost

difficulty = base rarity (not exactly "realistic" but heh, it's an abstract system)

for every success you can reduce the cost by 5%

for 1 advantage you can reduce time by 1 day

for 2 advantage you could apply a permanent jurry rig (? not the hardpoint one, the other one) effect

for 3 advantage you could add a weapon effect (accurate, pierce, etc) subject to GM approval

a triumph would allow you to add a hard point or the superior quality.

failure = loose 50% of the base item cost. You can always salvage some of the parts you were using.

for threat you just do the opposite of advantage

for a despair the GM could apply inferior or remove a hard point.

Quick and easy, one roll system. Feel free to copy and refine this to your taste. =)

Edited by Ahrimon

Depends on your definition of crafting. As strictly a WoW carryover, I don't see much point to it... especially when dealing with high tech devices.

On the other hand, customizing and modifying items is an integral part of the rules, and is found on page 187 of the Core Rulebook.

Depends on your definition of crafting. As strictly a WoW carryover, I don't see much point to it... especially when dealing with high tech devices.

On the other hand, customizing and modifying items is an integral part of the rules, and is found on page 187 of the Core Rulebook.

A system where a mechanically inclined player career could develop custom attachments with narrative flare, as well as, tangible mechanical game effects is how I would define it.

So the player decides they want to create some sort of custom weapon scope or sight and there would be a chart or selection of options they could add to the scope. A base item and the potential for modifiers based on skill level. Just a thought of tying the tech career more to the item attachment/modification rules.

So the player decides they want to create some sort of custom weapon scope or sight and there would be a chart or selection of options they could add to the scope. A base item and the potential for modifiers based on skill level. Just a thought of tying the tech career more to the item attachment/modification rules.

So you want customizing of the Modifying and Attachment rules?

So the player decides they want to create some sort of custom weapon scope or sight and there would be a chart or selection of options they could add to the scope. A base item and the potential for modifiers based on skill level. Just a thought of tying the tech career more to the item attachment/modification rules.

So you want customizing of the Modifying and Attachment rules?

No, I want creating attachments from scratch rules, which is what it should be anyway imo. I think the current system is too divested from the tech careers. I think players should be allowed to buy attachments but they should be basic. I think the really multiple buff ones should be things of their own creation or loot rewards. Just being able to buy them and modify what you buy is too easy and not tied to the careers enough.

I assume they have something in mind the way the Inventor talent is worded. I don't know why else you would write specifically into the mechanical definition of the talent "when constructing new items" if it was just something that was intended to be handled narratively and not in a formal way.

It can't be too hard to guess and get close...

1) player draws up the design (creates the stats he wants to end with)

2) gm determines the feasibility of the build, comparing the design to existing items and considering the impact of the item on the game. The more complex and greater impact, the more difficult it will be. If the gm decides to approve the build, he generates a cost and rarity for the parts, and difficulty and duration of the build. Cost should usually be roughly 2/3 the cost of a finished item, rarity should be 1-2 less, restricted end products will usually have restricted parts.

3) player gets parts (adjustable to the situation, usually negotiate or streetwise, but perception may also apply)

4) player makes a mechanics check (modified by tools, parts, and intended end product)

I would think the concept would be similar to a talent tree flow chart. The players would come up with a design or idea. The difficulty would be set with examples of evolutionary, revolutionary and eureka level examples. They would then make various checks along this flow chart based on skills. It could be drawn out over more than a single session if a GM wanted an added time element to it. Some of the inputs into the flow chart might be credits, locations, resources etc. Out the other end spits the newly created item.