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Crafts

De Runarcana Wiki
Revisão de 21h11min de 6 de março de 2023 por MizuhiroUkato (discussão | contribs) (Criou página com '=Creating Items= Adventuring isn't just about getting into combat, defeating enemies, and accumulating treasure. To achieve some objectives, it is sometimes necessary to conquer certain resources, either by searching, buying or even creating. To create these resources, characters have Crafts, with which they can craft normally non-magical objects, including adventuring gear and artwork.')

This Article is in accordance with the version 0.94 of Runarcana RPG

Crafts are similar to professions, they are occupations, skills or knowledge that a character has in various aspects of life and that are usually practiced as a way to earn sustenance. Even adventurers in their frantic race to save the world, slay monsters, or just make a profit usually develop some skills that aren't directly related to adventure. Especially for the adventures and life similar to that of wanderers, adventurers hardly dedicate themselves to crafts to the point of becoming recognized in the area. However, a professional can become an adventurer too, this can be part of his past.

Typically, Crafts are a set of practical skills linked to some activity, such as a Weaponsmith, jeweler, cook, among many others. A character who chooses a craft can also use that craft's Set.

In adventures, this knowledge and skills are often useful and can have synergy with skills, such as a Cutler's Craft can very well analyze a blade found on the ground and say if it was part of a weapon, if it was used recently, among other possibilities. Another example is a character with craft in Jewelry, if he is a spellcaster, he can analyze a gem or gemstone and find out if there is any enchantment on it without even having to use magic.

Proficiency in Crafts is given to a character by several characteristics, be it their origin, region, class, past or even enhancements. Proficiency with a Craft allows you to add half your proficiency bonus to any skill that interacts with that Craft. The use of Crafts is not normally tied to a single skill, as proficiency in it represents a broader knowledge of its use and there are many ways to use it.

For item creation, however, an attribute is always tied to the formula that will be used for such creation, however, the GM may ask you to make a Dexterity check to carve a fine detail into a bow using your Fletcher craft and in possession of your tools, or an Intelligence check to analyze whether the bow created has any structural flaws.

Owning a Craft Set does not give you proficiency with that Craft. Any check made with a Set or Craft without being proficient is made with disadvantage.

Major and Minor Crafts

Among the Crafts there are two types of Craft, the major and the minor, both receive benefits from level progression linked to the Crafts and even from Heritages and Enhancements that interact with the two.

Major

Greater Crafts have progressive levels, reflecting abilities to create more complex formulas, in addition to reflecting an evolution of the necessary skills within it.

Minor

The Minor Crafts have only the first level, not having an internal progression of higher levels, instead they have several disciplines within them, reflecting various branches of that craft.

Craft Level

Anyone interested in a trade can learn it, but only those who dedicate themselves to it can reach the highest levels.

When learning a trade, you gain a level in that craft equal to 1, for every 4 character levels you evolve, the level of the same increases by +1. Thus, a character who has the Weaponsmith trade at 1st level will have Weaponsmith 1, upon reaching the 5th level he will have Weaponsmith 2, at 9th level Weaponsmith 3, at 13th level Weaponsmith 4 and at 17th level Weaponsmith 5. The same character, learning a Carver craddt at level 4, will have Carver 1, coming to Carver 2 only at level 8 and so on every 4 levels.

Usually the maximum level of a Craft is 5 during character development, this goes for normal evolution with most classes that don't have great synergy with it. However, some specific traits can increase this like Enhancements or even Class features. By default, the maximum level of a Craft is 1 point less than the character's proficiency bonus until reaching 20th level, when it becomes possible to reach 6th level in the Craft, some Class features and Enhancements can remove this cap.

If you gain an additional level of Craft and cannot use it, you can choose to learn new formulas.

MInor crafts, which do not have built-in levels, have disciplines instead; when a character reaches a new level in that craft, he can choose a new discipline with new formulas, or new formulas from a discipline he already has (with a bonus of 1 additional formula). Regaining a Minor Craft is equivalent to taking a new level in it.

Attribute

Every craft, whether major or minor, has a base attribute, this attribute is the main reference for rolls made with the Craft. However, many aspects related to the craft may require the use of other attributes, such as Strength in a situation where it is needed, Wisdom for something intuitive, among other possibilities.

When a craft roll is made, the GM may request that the attribute used be instead of the standard craft attribute, in these cases the standard craft attribute must still be taken into account, making rolls with differentiated DC that addresses in some cases the use of more than one attribute.

Set

By default, all Crafts have certain tools and items that are necessary for that craft to be exercised, this grouping of items is called a Set, normally this Set initially has all the tools and supplies necessary to exercise that craft.

A Set has a default value during character creation, but like all items, these values can change during an adventure or campaign, even with the possibility that they are not easily available for sale.

Some Sets have certain equipment that is not viable to be carried on trips or adventures, in cases like this, the final word of the GM is what validates what can or cannot be performed without the Set being complete.

Establishing the Set in a certain location to create items establishes a Workshop, as will be seen later.

Supplies

Exercising a Craft requires not only tools, but also supplies. A glassmaker needs silica and sand, weaponsmiths, armorers and even gunsmiths need metal, whether in ingots or other forms of commercialization, while an apothecary needs plants, roots, flowers, among others.

The Supplies of each Craft bring some ingredients by default, being a complement to the set. Although the items belonging to a Supply are standardized, this does not mean that it is a universal rule. In certain regions some items may not exist or even be replaced by others.

This can lead to differences in the value of the same supply between two different regions, in addition to the chance of different values due to fluctuations in the market, supply and demand.

Craft Titles

Each Craft has its own terminology, with different titles that are linked to that particular Craft, however, there is a common title linked to the recognition of a craftsman, this title may be public knowledge but can only be used for mechanical terminology

  1. Aspirant. The Aspirant is someone who has taken their first steps in a Craft, usually being able to reproduce a few simple formulas.
  2. Apprentice. The Apprentice already has his first achievements in Craft, being able to reproduce slightly more complex formulas.
  3. Adept. An Adept has already trodden a path in his Craft and has a reputation to uphold, he is someone that people normally turn to in search of the items produced or in search of repair for those.
  4. Professional. A Professional is a reference in his Craft, having the ability to reproduce complex formulas, adapt formulas and even create new ones. Usually a Professional has some Adepts, Apprentices or even Aspirants who seek to learn from their experience.
  5. Specialist. A Specialist has reached the highest productions in his Craft, being a reference for other professionals and often being an extremely experienced voice.
  6. Master. The Master is usually the highest reference in a Craft, few reach this degree of development in a Craft, but their work is easily distinguishable from the work of other craftsmen.
  7. Grandmaster. There have been few Grandmasters known around the world, but their work has shaped trends and often stands the test of time as what craftsmen aspire to achieve.
  8. Mythical Craftsman. A Mythical Craftsman has feats that are intertwined with the legends and traditions of a people, rare were those who reached this level of feats.
  9. Divine Craftsman. There are only rumors of an existence that reached this level of Craft, it has many names by which it is known by almost everyone in the world but many refer to it as the Soul of the Forge.

Creating Items

Adventuring isn't just about getting into combat, defeating enemies, and accumulating treasure. To achieve some objectives, it is sometimes necessary to conquer certain resources, either by searching, buying or even creating. To create these resources, characters have Crafts, with which they can craft normally non-magical objects, including adventuring gear and artwork.

You must be proficient with the Craft related to the object you are trying to craft. In some cases, the basic tools of Craft are enough for you to create objects, but in some cases it may be necessary to access special materials or indispensable places for creating the object. For example, someone proficient with the Weaponsmith's Craft needs a forge in order to craft a sword or an axe.

Creation Calculation

For each day of free time spent creating an object, you can create one or more items with a total market value equal to your GP/day value with the Craft required to create that object. Creating items requires spending raw materials equal to half the total market value of the object, so an object that costs 1000 GP has a cost of 500 GP to create.

When calculating the creation of an object, the total market value of that object should be taken into account to get a general expectation of how long it will take to make. This value is called GP/day.

=GP/day

Item crafting is calculated based on the logic of GP/day, which is the total amount of effort a person can achieve by adding the base value, which starts at 5 GP/day in a Craft with which the person is proficient. To this value, other values are added or deducted that may derive from different factors, such as a high level in Craft among other bonuses explained below.

When calculating the GP/day, only the factors related to that day must be taken into account, if any factor undergoes any modification, the new GP/day calculation must be taken into account as to the value still remaining for the completion of the item that is being created.

Creating items with a market value above a character's GP/day requires doing so progressively, with daily progress being represented by the GP/day value until the item's full market value is reached. For example, crafting plate armor (market value 1,500 GP) with an Armorer Craft of 1, without any bonuses, takes 300 days to craft this way.

If this plate armor is being created, the GP/day is the basis of the calculation that determines the time needed to complete this creation. If the initial value of GP/day is 10, at the end of the first day, the evolution of the creation of this armor (which has a market value equal to 1500 GP) will have been 10 GP, which will leave 1490 GP left to be completed, or even 149 days maintaining the same GP/day value. If any factor modifies this value in the next few days, whether increasing or decreasing, the remaining days must be calculated based on this new value.

Joint Work

Multiple characters can combine their efforts towards the goal of building a single item, as long as they have proficiency with the required Craft and are working together in the same place.

Each character contributes their GP/day worth of effort for each day they spent helping craft the item. For example, three characters with Armor Craft 1 and adequate facilities can create plate armor in 100 days, for that it is necessary to spend half of the value in GP/day used as production cost. In this case, a total of 7.5 GP is spent per day so that, at the end of these 100 days, having spent 750 GP, the armor will be created.

During crafting, you can maintain a modest lifestyle without having to pay 1 GP per day, or a comfortable lifestyle at half the normal cost.

Craft Bonus

Higher Crafting levels help crafting items, increasing the base value of 5 GP per day crafted by 1 GP for each Crafting level above 1st. A Weaponsmith with Craft level 1, who creates a Great Sword, having access to the tools and a suitable place, makes only 6 GP per day, needing 10 days to complete the work. A Weaponsmith who has the Craft at level 5, in turn, makes 10 GP per day, managing to create the same sword in just 5 days.

Help from artisans with Craft levels is added to this contribution. In this way, a cutler with Craft at level 5, being assisted by two helpers (apprentices) with Craft at level 3, can produce a total of 24 GP per day of the cost of an item, 10 GP from the main cutler, 7 GP from each auxiliary, making it so a plate armor can be built in just 62 days.

When a character is assisted by others in creating items, the roll is made by the main craftsman, with assistants being able to add or reduce bonuses to this roll.

Circumstance Bonus

Crafting objects always requires the material cost to craft them, costing half the market value to craft these items, but certain circumstances can both reduce the material cost and increase the effective value of GP/day, speeding up the creation of items.

Help

Receiving the help of other people with the same Craft, even if at a lower level than the main craftsman, can help in the creation of the item, both accelerating the GP/day value through the sum of those involved and a bonus provided by these people. Each helper makes a Crafting roll to create the item, based on the DC of the formula, this roll is made with the main Craftsman's Crafting level and in case of success grants the main Craftsman a +1 bonus on his roll. On a failure, nothing happens, if a natural 1 is rolled, the helper causes some trouble in the process (at the GM's discretion) and grants a -1 penalty to the main craftsman's roll.

Instruction

Instructions from someone with a higher level of Craft, even if not directly involved with the creation of the item, speeds up its production by 1 GP/day for every 2 extra levels that the instructor has in the Craft.

Blueprints

Knowing a formula is a need for creating an item, but when it is recorded in the form of schemes, diagrams or notes, the ease of reproducing it increases. Having an item's crafting blueprints speeds up the crafting process by 1GP/day.

Workshop

Each item to be built requires certain tools and in many cases specific locations, such as a furnace, a submersion tank, among others. Workshops are places where these conditions are found, making it easier to create items. The ease added is proportional to theWorkshop level, with each level adding 1GP/day to the item crafting process.

  • Workshop level 1: An unoccupied location with enough space for one person to work on creating the item.
  • Workshop level 2: In addition to level 1, these workshops have space for two people to work in addition to proper tools for the job, whether it be a better capacity forge or even an environment with the right lighting.
  • Workshop level 3: In addition to level 2, these workshops have space for three people to work and excellent tools for the job, such as an automated forge, ready-made molds, specialized lens sets, among others. Item creation rolls made at a workshop of that level receive a +1 bonus.
  • Workshop level 4: In addition to level 3, these workshops have space for 5 people to work and advanced tools for work, such as a temperature-controlled forge, process automation and even environments ready for specific tasks, such as sharpening a sword, climate control, among others.
  • Workshop level 5: In addition to level 4, these workshops have space for up to 10 people to work, while also having magical or extremely advanced tools that transform certain routines into extremely simple tasks, such as auxiliary automatons, magical chambers that can force certain weather conditions, among others. Item creation rolls made at a workshop of that level receive a +2 bonus.

Cost

To create an object (or formula) it is necessary to meet its cost, which is the expense of half of the object's market value (when below 5 GP of market value) or half of its GP/day value, accounting for one day of work.

It is possible that certain circumstances decrease the amount of gold needed, such as direct access to raw materials reducing this required value or even having access to all the necessary resources. These situations must be evaluated by the Master taking into account all the factors present.

A character who has the Collector Craft, with discipline in the Craft of executing a formula (or in the Crafts, when there are more than one) can reduce the amount needed to create the object by 10% of the market value. This reduction reflects more knowledge and experience in using these resources to create objects, knowing how to make better use of them without waste.

Once a character has all the resources to create an object, he must use the necessary time for that formula. As will be explained later, when this time does not exceed one hour, it is possible to create the object during a long rest.