Joined: 27 Feb 2012 Posts: 49 Location: Pennsylvania
Posted: Tue May 08, 2012 9:50 am Post subject: [Classic] Crafting Rules
One of my posse members has requested to take Trade: Blacksmith so he can make basic tools and weapons (he's a Martial Artist, and has voices interest in making his own blades, martial arts weapons, etc).
Now, the classic rules are a bit fuzzy regarding non-Mad Science crafting, so I am curious if anyone else has worked with this before and how they worked around it. I'm currently looking at a "usual" cost for "raw materials" at 1/2 the value of the item in question and setting a TN of 5-7 (depending on the item at hand; 5 for his knives and smaller items, 7 for things like the Three Section Staff or a chain whip). Time will also be variable.
Anyone have any opinions, a note on a rule I overlooked, or any examples of their own?
The rules for reloading ammunition mention Trade: Weaponsmithin'. Those may be in Hell on Earth and not the Weird West, but they're still useful (and compatible).
Joined: 27 Feb 2012 Posts: 49 Location: Pennsylvania
Posted: Tue May 08, 2012 10:40 am Post subject:
ValhallaGH wrote:
The rules for reloading ammunition mention Trade: Weaponsmithin'. Those may be in Hell on Earth and not the Weird West, but they're still useful (and compatible).
I took a quick look through my HoE book and found that they note you can craft items from the equipment list (but doesn't offer TNs), and reloading ammunition can be done with a Simple check (TN 3) as long as the materials are on hand.
Not that I'm aware of. However, it gives you a baseline (TN 3 for bullets and arrows, assuming tools and parts). Which gels nicely with what you were planning to do anyway (TN 5/7, with variable times and costs depending on the situation). _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
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