I wanted to get some feedback for some house rules additions to the crafting rules. I love the rules as written but I pondered some options that allow players to take a little of the randomness of the qualities of the end product out -- for a price. For the specific rules:
A player who's using the crafting rules (in Special Modifications, or Forged in Battle) may choose to do one (and only one) of the following:
Design Goal: The player can choose one of the options from the Advantage spending table to elect as the project's design goal. If the check succeeds, the end product will have that feature. The option must have an Advantage cost (options that can only be granted by Triumphs are ineligible) and the option must be a permanent effect applied to the product of the crafting check.
For every Advantage that the option requires, the crafting check gains one Setback die.
Design Compromise: Instead of the option above, the player may nominate one or more options that cost Threat as the project's design compromise. The player allows for deliberate flaws in his product, meaning that if the check succeeds, the result automatically has those options and all negative effects. Each option must have a Threat cost (not exclusively Despair) and must be a permanent effect applied to the end product.
For every two Threat of cumulative cost for the selected options, the crafting check gains one Boost die. A maximum of two Boost dice can be acquired this way.
The rationale: The rules as written are simple and elegant, but don't allow for the end product to have both good qualities and bad qualities from the results spending chart. I also lamented the fact that there isn't otherwise a way to be sure what the end product is going to be, as far as extra qualities or stats go.
If the character picks a Design Goal, they're ensured to have at least one desired quality, but are more likely to fail or end up with design flaws than if they had made a vanilla crafting check. I can't remember if there are any Talents that remove Setback dice from Mechanics checks (or I suppose where pertinent, Survival checks) but I think that's still balanced well.
A character who isn't confident about making a Daunting or Formidable check (or even just needs to ensure the likelihood of succeeding the check of lower difficulty, perhaps due to lack of resources to try again in a dire situation) can sacrifice the best case quality of the end product in exchange for Boost dice. Boost dice might be a small benefit but I figured they're significant enough to warrant a 2 to 1 rate with Threat.
I'd like to hear how this sounds to people. Particularly, if there are any concerns about balance with these house rules.
Edited by pi3orionis