We hebben al een aantal maal gezinspeeld op het feit dat er een rebirth van Schimmen & Schaduwen in de pijplijn zit. Origineel designer en schrijver
Dirk VdH is hier mee bezig, en na lang aandringen hebben we een kleine sneak preview te pakken.
De tekst is wel in het Engels, en is een letterlijke weergave van wat
Dirk me heeft opgestuurd.
Commentaar is altijd welkom!
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Crafting
Crafting
means creating something physical with your hands. It doesn’t cover
creating things by magical means, that is covered by spells and magic
rules. Obviously there are many things you can craft and the Crafting
skill can cover almost anything you can think of: works of art, musical
instruments, statues, furniture and equipment. All these are covered in
the skill section (See page TODO) but only a few have them have actual
impact on the gameplay. Crafting weapons, armor and potions do have an
impact and these will be described here in a bit more detail.
The
majority of the other crafting skills have influence on the roleplaying
aspect of SnS and the GM should encourage players to also invest some
time in these since there are many ways they can enhance the gameplay or
even influence the life of a player character. Creating a rare
instrument might be the start of a quest to present this as a gift to a
king? Getting a job as a furniture maker in the household of a
suspicious wizard might the best way to get inside the house for further
investigations? In short… experiment with different crafting
professions and, as the GM, make sure that the players have interesting
options during a gameplay session to tackle problems.
General crafting rules
Crafting
skills usually are skills that describe how good you are in creating
something and also what you can actually create. How long it takes to
create something is of course a bit harder to define and usually the GM
will have to impose some type of time limit and resource cost on every
attempt to make sure that the players do not try to create swords
twenty-four times a day. Never underestimate the inventiveness of the
players. Since crafting good quality things is one of the only ways to
improve high level characters (the other is magic items) you should make
sure that crafting is not abused. A practical rule would be to allow
one or two crafting attempts between adventures. And keep crafting
during adventures to an absolute minimum and only if it is critical to
the survival of the party or the advance of the adventure. Creating
things take time, resources, tools and a place to work.
When
you craft an item, you just have to succeed in your skill roll and
spend time/money and have a suitable place to craft (as determined by
your GM). With a normal success, you will have created the item at
Common rarity level. If, however, you have a critical success you will
have an item of at least a Rare rarity level. You can then roll the dice
again and try for another critical success. Each critical success will
increase the rarity level of you item. So, to create a Legendary item,
you will need 4 critical successes in a row. Not easy and if this ever
happens, an incredible achievement for the player. If the skill check
fails, the acquired materials are ruined and the time is wasted of
course.
Crafting Armor
There
are a few different types of armor and all of them require a different
crafting skill (see skills page TODO) but the basics for crafting these
pieces of armor are all the same. Crafted armor has to be made to fit a
certain size (small, medium or large). Obviously small sizes is for the
smaller races, medium for the average races and large for the giants.
Crafting
skills also allow you to repair armor. This can be done during an
adventure and requires only tools and a skill check. A critical success
in this case just means that the armor is fixed in record time.
The
chart below gives the different effects of crating armor depending on
what quality you manage to produce. Not that armor in SnS in worn of
different locations, so players might have different quality armor on
different parts of their body. The spell nullify effect is a global
effect and cannot be accumulated. The highest value is the one you will
need to use to determine success.
Example:
Image
somebody is wearing a Legendary Helm and Epic chest piece when he is
hit by a fireball. Epic quality armor has 10% chance to nullify and
Legendary has 30% chance to nullify. This means that a fireball spell
cast at that character will be nullified 30% of the time (highest value
counts for the whole player).
Rarity
|
Quality effects
|
Common
|
Armor is just like mentioned in the rulebook.
|
Rare
|
+1 armor, 50% chance to resist breaking
|
Exceptional
|
+1 armor, 70% chance to resist breaking
|
Epic
|
+2 armor, 90% chance to resist breaking, 10% chance to nullify harmful spell cast against target.
|
Legendary
|
+2
armor, unbreakable, 30% chance to nullify harmful spell cast against
target, armor is classified as magical and can be picked up by detect
magic skills/spells and is affected by rules that apply to magical
items.
|
Crafting Weapons
Just
like armor, there are a few different types of weapons each requiring a
separate crafting skill (see skills page TODO). The weapon crafting
skill also allows you to repair weapons. This can be done during an
adventure. In this case a critical success just vastly decreases the
time taken to do the job.
Higher
quality weapons do not break easily and when the rules indicate that the
weapon breaks, the player can roll to see if the weapon survives
unscathed.
Rarity
|
Quality effects
|
Common
|
Weapon is just like mentioned in the rulebook.
|
Rare
|
+1 damage, 50% chance to resist breaking
|
Exceptional
|
+2 damage, 70% chance to resist breaking
|
Epic
|
+3 damage, 90% chance to resist breaking
|
Legendary
|
+4
damage, unbreakable. Weapon is classified as magical and can be picked
up by detect magic skills/spells and is affected by rules that apply to
magical items.
|