Crafting: Difference between revisions

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Tinkering allows you to make random loot items (repurposing those materials to create or repair weapons and armor and such), or to make more specific tech (grenades, contraptions, traps, siege weapons, etc). You just need to find the bundles or schematics to do this stuff.
Tinkering allows you to make random loot items (repurposing those materials to create or repair weapons and armor and such), or to make more specific tech (grenades, contraptions, traps, siege weapons, etc). You just need to find the bundles or schematics to do this stuff.


==How crafting differs from previous incarnations==
=How Crafting Works, Extended version=
 
* Crafting recipes are unique to each player character. No one can use the same crafting recipes between different characters. When you share in-character lore about the system, you can do it in a flavourful way, rather than talking about specific recipes.
 
* Crafting stations are no longer portable. You need to find an in-game laboratory to do crafting. This eliminates exploits. It also means crafters need to travel to potentially dangerous areas. Some laboratories might be in far-flung places, but others will be more well-travelled than you might like. Some crafting stations even have very significant bonuses that will ensure you will almost always succeed in your rolls. NOTE: One minor exception to this is that Campfires (created by oil flasks) continue to offer cooking system access with a small negative modifier.
 
* Monsters summoned by crafting do not go away. Monsters no longer despawn after a short while when alchemy or herbalism go awry. However, crafters often consciously decide how much risk they want to take on. I hope there will be no Balors on the streets of Ring 99.
 
* Sundering is no more. Sundering items into elemental shards is no longer a feature of the crafting system.
 
* Colour coded items. Effort has been taken to make the system very transparent, so it is friendlier to crafting noobs. Items that can be used in crafting are usually colour coded according to which system they belong to. Guidance is also provided in the item description.
 
* Getting crafting items is part of the challenge. Crafting limitations are now based on item scarcity. You need to somehow supply yourself with the resources to do your crafting. There are module-wide systems of item distribution which we have put in place and can adjust to provide more or less items if we feel things are out of hand. In addition to these murky systems, you might find crafting items in some quests or explorables or stores as appropriate.
 
* No more downward spiral of nerfing. DMs have multiple ways to adjust the system to keep things in balance. It is unlikely we will return to days of week-old alchemy masters, and DMs nerfing items in the system until it’s dead.
 
 
==How Crafting Works, Extended version==
 


Hello, I am Wundy, and I am writing a small primer about how the crafting system works in EFU. There are three essential things you need to keep in mind when crafting:
Hello, I am Wundy, and I am writing a small primer about how the crafting system works in EFU. There are three essential things you need to keep in mind when crafting:


* you need reagents
* You need reagents
* you need a table
* You need a table
* you need a lot of patience.  
* You need a lot of patience.  


It's not something you can jump into and expect immediate results.  Everything that is said in this guide is applied to all four crafting systems, so you don't need to worry about the minute details of "BUT WUNDY DID THIS IN THE GUIDE!"
It's not something you can jump into and expect immediate results.  Everything that is said in this guide is applied to all four crafting systems, so you don't need to worry about the minute details of "BUT WUNDY DID THIS IN THE GUIDE!"
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* Herbalism score (33) + 1d20 = DC of reagent formula, which is calculated off of the reagents and order of the reagents. (?)
* Herbalism score (33) + 1d20 = DC of reagent formula, which is calculated off of the reagents and order of the reagents. (?)


=== Possible Results ===
== Possible Results ==
Now there are four things that can happen.
Now there are four things that can happen.


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* Four; We fail to pass the DC, and the herbalist table spawns a monster or horrible spell. This is where we flee for our lives and we never use the formula again. Write the reagents down used in this formula, so you don't make the same mistake twice.
* Four; We fail to pass the DC, and the herbalist table spawns a monster or horrible spell. This is where we flee for our lives and we never use the formula again. Write the reagents down used in this formula, so you don't make the same mistake twice.


===Valid Combinations===
==Valid Combinations==
At '''maximum''', we can put up to eight items in our reagent table. So something like...
At '''maximum''', we can put up to eight items in our reagent table. So something like...


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If you think this would equal the same recipe, it is unfortunately not the case. The crafting system has 'iterations', or shifts in the formula that change the recipe up completely. To truly master the system is to spend time figuring out all iterations of the reagents you're mixing with, and digging deeper into different bases and TIERS. '''''These Iterations and recipes change for every single character. Once your character has permenantly died, they cannot be used on future characters.'''''
If you think this would equal the same recipe, it is unfortunately not the case. The crafting system has 'iterations', or shifts in the formula that change the recipe up completely. To truly master the system is to spend time figuring out all iterations of the reagents you're mixing with, and digging deeper into different bases and TIERS. '''''These Iterations and recipes change for every single character. Once your character has permenantly died, they cannot be used on future characters.'''''


===Tiers and Themes===
==Tiers and Themes==
TIERS aren't a new thing in EFU's crafting system, but they are now currently labeled, which is extremely useful in the system. Known basic TIER items have coloured text, which is usually '''green''' for alchemy, '''red''' for alchemy and '''blue''' for Tinkering. Higher Tier items do not have coloured text. To use a TIER item all, you have to do is put it in first. The formula would look something like...
TIERS aren't a new thing in EFU's crafting system, but they are now currently labeled, which is extremely useful in the system. Known basic TIER items have coloured text, which is usually '''green''' for alchemy, '''red''' for alchemy and '''blue''' for Tinkering. Higher Tier items do not have coloured text. To use a TIER item all, you have to do is put it in first. The formula would look something like...


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...And you keep going on from there. I hope this clears up a lot of things when considering digging into the system, and I hope you find some unique and cool things that you crafted yourself when playing around with the system!
...And you keep going on from there. I hope this clears up a lot of things when considering digging into the system, and I hope you find some unique and cool things that you crafted yourself when playing around with the system!
=How crafting differs from previous incarnations=
* Crafting recipes are unique to each player character. No one can use the same crafting recipes between different characters. When you share in-character lore about the system, you can do it in a flavourful way, rather than talking about specific recipes.
* Crafting stations are no longer portable. You need to find an in-game laboratory to do crafting. This eliminates exploits. It also means crafters need to travel to potentially dangerous areas. Some laboratories might be in far-flung places, but others will be more well-travelled than you might like. Some crafting stations even have very significant bonuses that will ensure you will almost always succeed in your rolls. NOTE: One minor exception to this is that Campfires (created by oil flasks) continue to offer cooking system access with a small negative modifier.
* Monsters summoned by crafting do not go away. Monsters no longer despawn after a short while when alchemy or herbalism go awry. However, crafters often consciously decide how much risk they want to take on. I hope there will be no Balors on the streets of Ring 99.
* Sundering is no more. Sundering items into elemental shards is no longer a feature of the crafting system.
* Colour coded items. Effort has been taken to make the system very transparent, so it is friendlier to crafting noobs. Items that can be used in crafting are usually colour coded according to which system they belong to. Guidance is also provided in the item description.
* Getting crafting items is part of the challenge. Crafting limitations are now based on item scarcity. You need to somehow supply yourself with the resources to do your crafting. There are module-wide systems of item distribution which we have put in place and can adjust to provide more or less items if we feel things are out of hand. In addition to these murky systems, you might find crafting items in some quests or explorables or stores as appropriate.
* No more downward spiral of nerfing. DMs have multiple ways to adjust the system to keep things in balance. It is unlikely we will return to days of week-old alchemy masters, and DMs nerfing items in the system until it’s dead.




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