Author Topic: Crafting, character bonuses, and WBL  (Read 24883 times)

Offline RobbyPants

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Crafting, character bonuses, and WBL
« on: November 11, 2011, 10:44:35 PM »
Note: These rules are meant to be used in combination with my other house rules.



This is an attemtp to dole out bonuses by character level, redo the item crafting rules, and limit item ownership to get rid of WBL. I like the notion of low/mid level characters finding a fortune and not breaking the game. I like the idea of people making expenditures without worrying about setting themselves back for that sword upgrade. I like not having to upgrade the sword in the first place to stay on the RNG.

Tell me what you think? Does this seem doable? Does it change too much? Does it accomplish what I want. I may be looking at this through rose-colored glasses.



d20 Bonus rolls

Normally, getting magical items that grant bonuses to your d20 rolls is important to keeping the game functioning as intended. This includes magical weapons, armor, items with ability enhancements, and save boosters, to name a few. Not getting these items leaves your character weaker than the game expects and also has the side-effect of needing to upgrade your items frequently to stay level-appropriate. The following two changes will remove this issue:

Getting rid of “plus” items:
Any item that simply grants a bonus to a d20 roll or ability score or defense (such as a Cloak of Resistance, Ring of Protection, Belt of Giant Strength, or a Tome of Clear Thought) no longer exists. Magical weapons and armor no longer add an enhancement bonus to attack, damage, or AC, although they may still have other properties. In order to figure out crafting costs, figure the magic weapon or armor as a base of +1 in terms of price. So, a Flaming Sword would count as a +2 weapons for figuring cost (+1 for magic and +1 for Flaming). A Flaming Shocking Sword would count as +3.

Character bonuses:
All of the above-mentioned types of bonuses are now intrinsically part of the character. Characters automatically gain the following bonuses:

Ability                                                  Advancement Rate      Maximum Bonus
____________________________________________________________________________________________________
Enhancement bonus to weapon attack and damage rolls *    +1 per 3 levels       +5 at 15th level
Enhancement bonus to armor bonus to AC                   +1 per 3 levels       +5 at 15th level
Enhancement bonus to shield bonus to AC                  +1 per 3 levels       +5 at 15th level
Resistance bonus to saves                                +1 per 3 levels       +5 at 15th level
Enhancement bonus to three ability scores                +1 per 3 levels       +4 at 12th level
Inherent bonus to three ability scores                   +1 per 3 levels       +3 at 18th level
                                                          starting at 12th
____________________________________________________________________________________________________

* This includes weapons, natural attacks, and unarmed strikes, but not spells or spell-like abilities.

In addition, the character picks one of the two following sets of bonuses. Once chosen, the choice cannot be changed.

Ability                                                  Advancement Rate      Maximum Bonus
____________________________________________________________________________________________________
Deflection bonus to AC                                   +1 per 4 levels       +5 at 20th level
Natural bonus to AC                                      +1 per 4 levels       +5 at 20th level
____________________________________________________________________________________________________


Ability                                                  Advancement Rate      Maximum Bonus
____________________________________________________________________________________________________
Enhancement bonus to an ability score*                   +2 per 5 levels       +6 at 15th level
Inherent bonus to an ability score*                      +1 per 2 levels       +5 at 20th level
                                                          starting at 12th
____________________________________________________________________________________________________

* This can replace the existing progressions if taken on one of the three ability scores that already has a bonus.


Expendable Items

Potions and oils:
Potions and oils work as normal, except that a user may only benefit from one potion or oil per hour. If someone drinks or applies a second within the hour, its effect is negated and the user must succeed on a Fortitude save, DC 15, or be nauseated for one minute.

Crafting potions: Crafting potions takes one hour per potion and requires a caster to cast the spell being created during the process. This costs 25 gold x the spell’s level x the caster level used for the potion. The caster level must be a minimum of the level required to cast the spell and cannot be higher than the caster’s actual caster level.

Scrolls:
Scrolls no longer exist.

Staves:
Staves are now considered permanent magical items and each contains five charges that renew each day at dawn.

Wands:
Wands are now considered permanent magical items and each contains three charges that renew each day at dawn.


Permanent Items and Crafting Value

Characters can craft one permanent magical item per four character levels, starting at 4th level*. The maximum value of the item crafted is listed in the second column of the table below. This value only factors in the magical enchantment and not the cost of the masterwork item.

At 4th level, the character can craft an item of 4th level or lower. At 8th level, the character can craft one item of 8th level or lower, etc. The character can wait one or more levels to craft the item, but they cannot do this to craft a higher level item. For example, the character could wait until 5th level to craft their first item, but they would still have to craft an item of 4th level or lower*.

Character    Maximum 
level        value

________________________
2            1,000
3            2,250
4            4,000
5            6,250
6            9,000
7            12,250
8            16,000
9            20,250
10           25,000
11           30,250
12           36,000
13           49,000
14           64,000
15           81,000
16           100,000
17           120,000
18           140,000
19           170,000
20           200,000
________________________



For magic weapons and armor, figure a base cost of 1,000 gp for an item with no additional enchantments. To calculate the value of a weapon or armor with additional enchantments, add the total bonuses together, add one (for the base magic weapon or armor), then multiply by 1,000. For example a Flaming sword would have a value of 4,000 gp ((1 base +1 Flaming) x 1,000), and a Shocking Holy sword would have a value of 16,000 gp ((1 base +1 Shocking +2 Holy) x 1,000). For specific weapons listed in the DMG, divide these values by 2 (but not for armor).
   If a character does not craft a weapon at a given level, they can always craft it later, but they are still restricted by the value of the original level, not the level they currently are. For example, a 2nd level character crafts one item worth 1,000 or less (a magic sword). At 3rd level, they do not craft anything. At 4th level, they may craft two items: one with a maximum value of 2,250 and one of 4,000.
   Note: The character does not actually spend this money. This is just a value used to compare to the market price of the item to limit it by character level.


Crafting Requirements

To craft an item, the character must have a character level and an effective caster level high enough to make an item of the item’s value. Effective caster level can come from several sources:
  • Caster level (for all items).
  • Base Attack Bonus (for weapons and armor)
  • Use Magic Device ranks – 3 (for rods, staves, and wands)
  • Knowledge (Arcana) ranks – 3 (for weapons, armor, rings, and wondrous items that have a Sorcerer/Wizard spell listed in the requirements).
  • Knowledge (Nature) ranks – 3 (for weapons, armor, rings, and wondrous items that have a Druid spell listed in the requirements).
  • Knowledge (Religion) ranks – 3 (for weapons, armor, rings, and wondrous items that have a Cleric spell listed in the requirements).

These are the only requirements the character needs to meet to craft the item. They do not need to meet any caster level or spell requirements listed in the item’s description in the DMG.


Crafting Costs (Permanent Items)

Base item:
To craft a permanent magical item, first the character must start with a masterwork version of the item.

Material cost:
Crafting a magical item requires expensive components to help infuse the magic into the item. These components cost one tenth the market value of the item.

Crafting time:
Crafting a permanent item requires a minimum of 8 hours effort in one day. This increases by one eight hour day for every 10,000gp of cost. This time must be spent in consecutive days. If the time is interrupted, the character needs to start over from the beginning, although the material costs are not lost.

Reagents:
Each item also requires some rare, special component to complete creation. This can be done before or after the crafting time listed above. This extra component might be some rare material or a process that must take place at a particular location. Below are suggestions based on the minimum character level required to create the item (see the Permanent Items and Crafting Value table above). If possible, the reagent should be thematically appropriate to the item. For example, troll’s blood makes sense for a Ring of Regeneration, but not for a Flaming Sword. Skin of a salamander or forging the sword in a volcano makes more sense for the sword. In any sense, it should involve going out on some sort of quest for the reagent.

  • Fresh body part of a creature of CR equal to the minimum crafting level for the item.
  • Item imbued with the essence or power of a creature of CR equal to the minimum crafting level for the item. This could be a spell-like ability or even simple willing concentration from the creature.
  • Imbued in a certain location:
    • Level 1 – remote forest spring, hidden cave
    • Level 3 – top of a tall mountain, deep underground
    • Level 5 – bottom of a large lake, in the clouds
    • Level 7 – active volcano, lake of acid
    • Level 9 – outer layer of one of the outer planes
    • Level 13 – deep in one of the outer planes
    • Level 17 – specific, contested location of one of the outer planes


Siphoning Magic and Crafting

It is possible to take a magic item and siphon its energy to create a new item. To do so, you must have the original magic item in your possession and you must have a masterwork item ready to receive the energies. You must still meet the requirements for being able to craft the new item and have the half the material costs of the items. You do not, however, need to provide any reagents during this process; the siphoned magic is sufficient.
   The new item must be of equal or lower level to the original item (see the above chart Permanent Items and Crafting Value). You may only siphon energy from one item to create another; you cannot siphon from multiple items to create a single, more powerful item. Crafting in this fashion takes the normal amount of time for creating an item and does not count against your normal limit for how many items you can craft. The original magical item then becomes a masterwork version with no magical properties.


Repairing Magic Items

It is possible to repair a damaged or destroyed magical item, providing the physical pieces can be partially recovered. So, it would be possible to repair a sundered sword or a cloak partially burnt by a Fireball, but not an item that was disintegrated or burnt wholly.
   To repair an item, you must be capable of crafting it in the first place (by meeting the appropriate level and caster level requirements listed above). Repairing must be done within one week of the item being damaged or destroyed, or the magic is lost forever. The repair process takes as much time as crafting and requires one half the material cost of crafting, but does not require any reagents; the magic is still contained in the item. Also, repairing the physical item requires half the cost of the masterwork version of the item. Once the repair is complete, the item is fully functional and restored to full hit points.
   Repairing items does not count against your normal limit for how many items you can craft.


Attuning

Characters can only use so many permanent magical items at a time. To use a permanent item, the character must first attune it. A character may attune three items plus one for every four hit dice*. If a character attunes an item when they are at their maximum allotment, they lose attunement of one item of their choice.
   To attune it, the character must spend one minute focusing on the item and then keep it in their possession for 24 hours. After this time, the item is considered attuned to the character. It stays attuned to them even if they do not have the item in their possession. If someone else attunes a particular item, the first character no longer has it attuned to them. It is possible to attune multiple items during the same 24 hour time period, but each must be focused on separately for one minute.




*Modifications on Crafting and Attuning Numbers

In some campaigns, the DM might want the players to have access to more or fewer magic items then the rules presented here allow. The easiest way to do this is to alter how many items the PCs can craft and/or attune. For example: perhaps the PCs can craft one item every level, and they can attune three items plus one per two Hit Dice. The numbers listed above in the rules assume much fewer items exist than what the normal D&D rules assume.
« Last Edit: September 06, 2017, 08:08:53 AM by RobbyPants »
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Offline Complete4th

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Re: Crafting, character bonuses, and WBL
« Reply #1 on: November 12, 2011, 11:22:34 PM »
Haven't read everything, but I've a couple questions:

1. Any reason you're sticking with the +1 prereq for magic weapons? I always thought it's weird that you can't just have a flaming sword or whatever.

2. I like the idea of intrinsic bonuses, but the way you set it up rewards certain characters more than others. Namely casters, who will be able to devote three 'points' to ability boosts. Meanwhile, muggles have two points for ability boosts, and sword-and-boarders have only one point after everything else!

3. Lastly, I'm curious about the levels at which players choose intrinsic bonuses; every odd level until halfway thru the levels and then it peters out. Any particular reason for that?

Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #2 on: November 13, 2011, 08:57:26 PM »
1. Any reason you're sticking with the +1 prereq for magic weapons? I always thought it's weird that you can't just have a flaming sword or whatever.
No important reason. I guess having a magic weapon (which is craftable at level 2) lets you bypass DR. There is no compelling reason to create a magic shield or magic armor, however. I suppose I could have it add to the item's hardness and HP, or something.

On a side note, I was going to add a section later about repairing an item which would be relatively easy to help keep things like sunder from pissing in everyone's Cheerios on both sides of the DM's screen.


2. I like the idea of intrinsic bonuses, but the way you set it up rewards certain characters more than others. Namely casters, who will be able to devote three 'points' to ability boosts. Meanwhile, muggles have two points for ability boosts, and sword-and-boarders have only one point after everything else!
I don't have a good way to differentiate between casters and non casters. One thing I'd thought about was adding CL and DC boosters in there, but I have to be careful not to go overboard. It's not like casters really need to get stronger, huh?


3. Lastly, I'm curious about the levels at which players choose intrinsic bonuses; every odd level until halfway thru the levels and then it peters out. Any particular reason for that?
It's 100% arbitrary. I didn't want to hand out so many that you could end up obtaining everything. I wanted the choices to be different for each character. There's no reason it couldn't be slightly faster or slower (although I'd lean away from slower).
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Offline Seerow

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Re: Crafting, character bonuses, and WBL
« Reply #3 on: November 13, 2011, 11:03:32 PM »
I've been tinkering with something pretty close to this. A lot of it is in line with what you're doing but:

1) The ability score bonuses seem like they'll end up a bit low. Consider making at higher levels adding the +2 to multiple stats at once. I had +2 to 1 at 4, +2 to 2 at 8, +2 to 3 at 12, and +2 to all for 16 and 20. This does push the characters a bit over on their primary stat, but given you're limiting iniherent bonuses to an ability score to +1, that should be fine (I personally eliminated inherent completely) You can tinker with it to suit your tastes, but +8 to attributes total by level 20 is too low. Most high level characters have at least +2 to everything, especially with the rule that allows you to tack the +stat onto a real item. This is on the assumption that you actually intend to remove +stat items, and not make them a viable option for crafted items to supplement your free stats.

2) I'm not sure I like the item crafting rules you have. It ends up a fair bit over wealth by level, and you're already giving the static bonuses away for free, so this is going to be a pretty substantial power boost overall. Adding up the wealth you gain from your last 8 levels worth of items (the number you can attune at level 20), it's about 20% over level 20 WBL. The free bonuses are probably worth about half as much again. Also, with your reagant requirement for crafting, by the time you get your reagant for everyone's craft for one level, it is entirely possible that the party has gained a level. Also if  you're in the middle of a quest and can't go after these reagents, you're screwed out of an item, which seems kind of bad.

Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #4 on: November 14, 2011, 03:58:36 AM »
For the stat boost, I can think of an alternative. What about giving out boosts to MORE stats(inclusive odd numbered bonuses), but with the highest boost lower than the highest purchasable otherwise.

Mundane classes tend to have MAD, while casters are SAD, so theres a relative advantage going on.
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Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #5 on: November 14, 2011, 08:00:47 AM »
1) The ability score bonuses seem like they'll end up a bit low. Consider making at higher levels adding the +2 to multiple stats at once. I had +2 to 1 at 4, +2 to 2 at 8, +2 to 3 at 12, and +2 to all for 16 and 20. This does push the characters a bit over on their primary stat, but given you're limiting iniherent bonuses to an ability score to +1, that should be fine (I personally eliminated inherent completely) You can tinker with it to suit your tastes, but +8 to attributes total by level 20 is too low. Most high level characters have at least +2 to everything, especially with the rule that allows you to tack the +stat onto a real item. This is on the assumption that you actually intend to remove +stat items, and not make them a viable option for crafted items to supplement your free stats.
Yeah, I didn't think up anything to handle how it would work normally (+4, +2, +2, or whatever).

The inherent bonuses cap at +5. The idea was to free up plusses from items so that you don't have to get items to stay on the RNG.


2) I'm not sure I like the item crafting rules you have. It ends up a fair bit over wealth by level, and you're already giving the static bonuses away for free, so this is going to be a pretty substantial power boost overall. Adding up the wealth you gain from your last 8 levels worth of items (the number you can attune at level 20), it's about 20% over level 20 WBL. The free bonuses are probably worth about half as much again.
I didn't try to balance this to WBL at all. I could try a bit more, but it wasn't really my concern. I originally had a slower progression for cost vs level, capping at 100,000 gp (just following a formula of level squared x 250), but that left a lot of items uncraftable.

Do note that most of these items shouldn't be huge amounts of vertical power, although some still exist. I'll have to figure out how to handle those on a case by case basis, most likely.


Also, with your reagant requirement for crafting, by the time you get your reagant for everyone's craft for one level, it is entirely possible that the party has gained a level. Also if  you're in the middle of a quest and can't go after these reagents, you're screwed out of an item, which seems kind of bad.
It could be a problem depending on how long the quests are. If they're mini quests, it shouldn't matter. But yeah, if everyone's doing a quest for an item every level and each quest has more than 4 encounters, then yeah, you'd outpace  yourself.

Now, do note that you can craft a lot faster than you can attune. So, you don't have to craft every level unless you want a back up item or if there's something new you've been waiting for. You could roll several quests into one if the items are similar.


For the stat boost, I can think of an alternative. What about giving out boosts to MORE stats(inclusive odd numbered bonuses), but with the highest boost lower than the highest purchasable otherwise.
So you're suggesting that you can choose one strong advancement or a weaker advancement for several scores for one "slot"? That might be workable. So one would be like +2 to one stat every X levels, and another would be +2 to one stat, and you gain +2 to a new stat every X levels.
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Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #6 on: November 16, 2011, 08:20:25 AM »
Veekie, are you thinking offering different progressions, somewhat like these?

  • Enhancement bonus to an ability score**  +2 per 5 levels, max +6 at 15th level
  • Enhancement bonus to two ability scores**
    • Primary = +2 per 6 levels, max +6 at 18th level
    • Secondary = +2 per 8 levels, max +4 at 16th level
  • Enhancement bonus to three ability scores**
    • Primary = +2 per 7 levels, max +4 at 14th level
    • Secondary = +2 per 8 levels, max +4 at 16th level
    • Tertiary = +2 per 10 levels, max +4 at 20th level

** This can be taken more than once, each time being applied to a different ability score.


I don't really like the above numbers. This is a rough idea, and the numbers need to be tweaked. As-is, there's little reason to use the first progression. What exactly were you thinking?
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #7 on: November 18, 2011, 04:02:52 AM »
Basically yes, for a single very high stat bonus, you can instead of a handful of moderate bonuses or everything given a small bonus.
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Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #8 on: November 18, 2011, 08:02:44 AM »
Do you have any better suggestions on the actual progression? Perhaps my pitfall is trying to assume a linear advancement for all three. It's more simple that way, and I'd like it if it could work.

I'm not super worried about having these numbers match what you'd expect by WBL just because different classes already spend their money differently. Sadly, I think casters will come out ahead, but I don't want to kick the non-casters in the nuts.
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #9 on: November 18, 2011, 01:01:27 PM »
Well, for actual numbers, not much. In my own game, I simply made the default bonus +X across the board, ignoring monostat buffs(on the basis that SAD classes already have an advantage, and can afford not to have a natural +6 to their favored stat). Casters usually wind up splurging wealth on overlapping bonuses to their casting stat, while mundanes tend to sink their money elsewhere more.
Everything is edible. Just that there are things only edible once per lifetime.
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Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #10 on: November 18, 2011, 02:27:54 PM »
So you'd suggest something more like a +2 and eventually +4 on two stats, but nothing that ever gets a single stat up to +6? Or would it be possible to boost an existing +4 up to a +6 by spending an extra "slot"? It might look something like this:

  • +2 enhancement bonus to two ability scores every 5 levels (max +4 at 10th level)
  • Increase a +4 enhancement bonus on one ability score to +6 (minimum 15th level)

It still lets the casters (or anyone) get a +6, but it costs two "slots" to do so. The non-casters still get +4 on two stat and can spend their other one on attack/damage rolls or something.

Although, I wonder how much I really want to tweak this. At the end of the day, all that +4 vs +6 matters is one point on DC and maybe a few bonus spells. That point on DC will literally only matter one in twenty saves. Am I over thinking this?
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #11 on: November 18, 2011, 02:32:34 PM »
More like:
All Stats: +1/4 level Enhancement bonus.
You may still spend your wealth on +stat items if you like, but their benefits overlap with the free boosts.
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Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #12 on: November 18, 2011, 02:48:58 PM »
More like:
All Stats: +1/4 level Enhancement bonus.
You may still spend your wealth on +stat items if you like, but their benefits overlap with the free boosts.
I want to completely decouple wealth from RNG-boosting bonuses (as far as magic items go). I want a fighter to walk into an AMF and still have the same chance to hit and have his same saves as before; he just loses his Boots of Teleportation and the extra fire damage on his sword, or something.



Another thing I've been thinking about for a day or two: as it's written, you can create 19 items in your life and only ever attune 8. Also, these items are permanent, so they'll presumably long outlive their makers. This means that there are probably craptons of items floating around, and I'm not sure I really like that.

I'm thinking about limiting crafting so that it's less frequent than what you can attune, but I'm not sure the best way to do that. Simply saying "you can only ever craft five permanent items ever" discourages people from making them at all, as they want to wait until they're a higher level to craft better ones. Maybe something like "you can craft one for every four character levels you have" and cap the max value based on that level (so your first item is capped at 4,000, your second at 16,000, your third at 36,000 etc...).
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #13 on: November 18, 2011, 06:56:47 PM »
Quote
I want to completely decouple wealth from RNG-boosting bonuses (as far as magic items go). I want a fighter to walk into an AMF and still have the same chance to hit and have his same saves as before; he just loses his Boots of Teleportation and the extra fire damage on his sword, or something.
In that case you still have it, let the bonus from raw levels be the above array. No more +6 to stat, but with higher stats all around. For the SAD character, this is a weakening, losing the highest bonus in exchange for bonuses to stuff they aren't using. For any mundane/MAD character, its a boon, their numerous required secondary stats got healthier.
Might want to tinker with the formula though, 1/4 might be too slow. Maybe 1/3 but starting late?

As for creating items, the number you can make, shouldn't be a problem I think. What if you made it so that each individual item must be comprised of a unique combination of raw materials?
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #14 on: November 18, 2011, 09:06:23 PM »
In that case you still have it, let the bonus from raw levels be the above array. No more +6 to stat, but with higher stats all around. For the SAD character, this is a weakening, losing the highest bonus in exchange for bonuses to stuff they aren't using. For any mundane/MAD character, its a boon, their numerous required secondary stats got healthier.
Might want to tinker with the formula though, 1/4 might be too slow. Maybe 1/3 but starting late?
Well, my initial rate is +2 per five levels, max +6 at 15th.  Or were you talking about the dual rate?
 

As for creating items, the number you can make, shouldn't be a problem I think. What if you made it so that each individual item must be comprised of a unique combination of raw materials?
Well, I sort of have that in that I'd like items to require something specific that would drive a quest, but I didn't want to go through the trouble of creating a laundry list of stuff per item. Laziness and all. :D
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #15 on: November 19, 2011, 06:09:14 AM »
Quote
Well, my initial rate is +2 per five levels, max +6 at 15th.  Or were you talking about the dual rate?
More of a gradual rate, including odd bonuses(it was put in because I noticed a lot of mundane feats require odd stats and this helps smooth them through the rough patches) and applied to all stats. +6 to all stats at 15th seems a bit high though.
Quote
Well, I sort of have that in that I'd like items to require something specific that would drive a quest, but I didn't want to go through the trouble of creating a laundry list of stuff per item.
Not...quite. More that any individual item must have a new list of components gathered based on the inspiration to create it. Catching the magic of the moment, so as to speak. No two decanters of endless water made the same way, though they may share some ingredients, it undergoes different processes and proportions.
Everything is edible. Just that there are things only edible once per lifetime.
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Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #16 on: November 19, 2011, 07:19:30 AM »
More of a gradual rate, including odd bonuses(it was put in because I noticed a lot of mundane feats require odd stats and this helps smooth them through the rough patches) and applied to all stats. +6 to all stats at 15th seems a bit high though.
You make a good point on odd feat prereqs. I went with even just because that seems to be the precedence.

No, not +6 to all. +6 to one. You grab each one separately.
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #17 on: November 19, 2011, 07:58:37 AM »
Ah, but that was the point, a bonus to every stat, closing the gap between MAD and SAD.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline RobbyPants

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Re: Crafting, character bonuses, and WBL
« Reply #18 on: November 19, 2011, 08:35:13 AM »
Ah, but that was the point, a bonus to every stat, closing the gap between MAD and SAD.
Oh, I see what you're getting at. I suppose I could do that. If I do, I wouldn't make people pick the bonuses they get though, I'd just hand them all out for free.
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Offline veekie

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Re: Crafting, character bonuses, and WBL
« Reply #19 on: November 19, 2011, 08:53:50 AM »
Yep.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.