I'm in the process of building out the rules of a crafting system, and I'd like people willing to test these things as they progress.
Premise: You have been teleported to a world that is completely wild. No civilization, no buildings, nothing. You only have the clothes on your back. Due to the magical nature of the world, you do not need to eat or sleep, but you are also constrained by some force that limits how much you can do in a day.
Stats: At character creation, these start at 1 and you can distribute 3 points among them.
Health: (each point gives you 10 effective hit points)
Attack: (each point allows you to attack another player once)
Energy: (each point allows you to perform one action per day)
Additionally, each player has skills. At the start of the game, these are all at lvl 1. These skills level up over time through use. I will not list skills here, as they do not impact character creation. The general idea is if you want to get better at mining, then mine. If you want to get better at combat, fight things.
The key part of this game is crafting. Crafting can mean making anything in the game from food to a house to a sword. To craft, you take some materials, put them into a blueprint (or just combine them to discover a blueprint) and I make a roll, and you get a finished item. The materials used directly impact the item made.
I did say you don't need to eat or sleep, but you can only regain lost HP through food and magical items (which will be rare and hard to make at least in the beginning). A house or shelter isn't needed either, but if you want to secure your stuff, then you will need a place to store them. Reaching 0 hp means your character dies and you have to start over.
A thorough tutorial on the crafting process will be made available once gameplay starts. Is anyone interested in this? Word of warning, this is very much a PVP allowed game.
As I mentioned, all materials in the world will be created by the players (or eventually by the player's workers). If you decide to chop down a tree, you get some wood and other materials. If you mine for ore, you might get copper or iron nuggets, or maybe even gemstones. If you kill an animal, you get meat, bones and skin, which can make leather. Pretty basic, right?
Well, each item has stats, which are used in crafting. For example, copper ore might have a +2 attack, +2 defense, +5 weight stats. This means that each unit of copper ore provides items with these stats. High Quality copper might have different stats, but is rarer and harder to obtain (requiring higher skills, luck, or finding a special resource node). Because crafting useful items will require tweaking of these stats, you will need to find the right materials to use to get the desired effect.
There are two kinds of crafting: statless crafting and regular crafting. Statless crafting means the stats of the resources don't impact the final product. For example, building a shelter is a statless crafting. As long as you have appropriate building materials, your house will serve its function equally well (thoguh there's something to be said about owning a solid gold house). Statless crafting usually does not require knowing a blueprint, but advanced items might (e.g. everyone knows how a house should look, but not everyone knows how a waterwheel is put together)
When you craft an item, you need a blueprint (see below). This blueprint will say something like: One Handed Sword: Core: 6 wood, metal, or stone; edge: 4 stone or metal; stats: weight, attack, critical hit. This means that you need 10 materials altogether, 6 can be wood, metal, or stone, and 4 can be stone or metal (can be a mix of those qualifying items). Then, the recipe only cares about the weight, attack, and critical hit stats of those items (those stats get passed on to the finished product). You craft the item, a skill check is rolled, and you get a final product with some stats, based on the materials used. Your blueprint gains xp, as do some of your skills. Note that even if you used the copper mentioned above, your sword will not add any defense, because that stat isn't relevant to the blueprint.
Blueprints are obtained in a couple ways. 1. You start with one randomly at the start of the game, 2. You learn them from other players, requiring one action, or 3. you spent materials to invent a blueprint, which might give you a new blueprint. You cannot make statted items without a relevant blueprint. As you craft with a blueprint, your skill with that particular blueprint levels up (referred to as blueprint level). The higher your blueprint level, the more discretionary points you get to assign to that item when you craft it. THis can help make your items more powerful than normally possible.
You always learn a blueprint at level 1. Two players working together can spent an action each to give one player some xp towards a blueprint level, provided the other player has a higher level for that blueprint.
Lord of Monies
Last edited by tigerusthegreat
on Tue Oct 22, 2013 1:32 pm, edited 3 times in total.