I have been involved in a campaign for over a year playing a dedicated crafting character and now will be running a campaign of my own. Over the last year I have been slowly testing and trying out various house rules and ideas related to the crafting system. This system is a bit more involved than the established one, with several more requirements and restrictions on the player side and more influence on the GM side.
The document linked above is a WIP. I still need to do the following:
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Add in page numbers.
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Do a couple more editing passes.
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Tighten up rules language.
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Expand options for spending results for each item.
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Expand template options for each item.
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Maybe add in vehicles.
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Maybe add in rules for selling and buying custom crafted items.
The TL;DR of the document is:
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Templates are split up a couple different ways.
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A template can be either simple or advanced, with simple acting normally and advanced having extra requirements to complete.
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A template can be a prototype or a finished product. Prototypes have more customization options but have garunteed flaws, while finished products are of greater quality but are limited in customization options.
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Working without the proper workshop or tools could have drastic effects on the pool.
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There is an 8 hour limit on the number of work hours that can be used each day.
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I either have expanded the number of options for spending Advantage, Triumph, Threat, or Despair, or plan on expanding those options for each type of item.
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Separated explosives from ranged weapons.
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Expanded the number of templates in several of the item types.
Please feel free to give feedback on the rules, and offer suggestions for spending results or new templates. Once I am finished with this I'll post the finished product for the world to see.
Yes, I posted this on Reddit already, so some of you may be seeing this for the second time.