Rules for Gathering and Craft Skills

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Hi all, 


after years my group and I have found together again. I want to add some elements to my game and would be glad if you could help me with some ideas. What I want to do is to add "Gathering" of materials to use them with "Craft" Skills, both implemented by me. 


Gathering Skills


I make use of the knowledge skills in the PHB (Arcane, Religion, Dungeoneering, Nature, History) to implement the gathering of materials. There are two types of gathering: Extraction (from fallen enemies) and Gathering (from the environment while adventuring). I need help with the latter one. 


That's what I have so far:



  • Material Extraction: You can extract materials from fallen creatures according to your knowledge skill (Arcane = "Essences" from elementals / fey / shadow keyworded creatures, Religion = Essences from immortal / undead, Dungeoneering = Bodyparts from abberants / constructs, Nature = Hide from natural plus animal or beast keyword, History = Trinkets from Humanoids). The materials have the same keywords and level like the creature. The amount depends on your skill and the size of the creature. 


That's where I need help: 



  • Material Gathering: I want to add the option to gather materials. I came up with the categories Herbs (Nature), Ore (Dungeoneering) and Archeology (History) but can't come up with a good game mechanic. Would you make a list of herbs and ore with different qualities and deposits and let them role on it? How could it look like? How would you distribute the herbs according to regions without having to work on all of the Multiverse regions? 

  • I also need logical gathering materials for Arcane and Religion. Do you have any idea?

  • I would also like to implement the gathering of wood. It would fit best to Nature but they already have herbs.

  • What use could Archeology fragments from the History skill be? Since I cannot create dozens of items I would like them to be managed by a logical game mechanic. 


Craft Skills 


I have also added a new skill called CRAFT which comes with a chosen subcategory (see below). So far, I have created Craft skills related to the Material Extraction section above. 



  • Leatherworker: Use gathered Material to upgrade a leather or hide armor. This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate type (mainly leather/hide) and keywords (DM-assigned). You can also produce Masterwork Armor with the appropriate materials.



  • Armorsmithing:  Use gathered Material to upgrade a scale, chain or plate armor. This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly ore) and keywords  (DM-assigned). You can also produce Masterwork Armor with the appropriate materials. 



  • Weaponsmithing:  Use gathered Material to upgrade a weapon.  This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly ore) and keywords  (DM-assigned). You can also produce Masterwork Weapons with the appropriate materials. 



  • Jeweller:  Use gathered Material to upgrade any non-armor, non-weapon item (rings, amuletts, waist, boots, wondrous items).  This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly trinkets) and keywords (DM-assigned).  



  • Carver:  Use gathered Material to upgrade rods, staffs, wands and implements.  This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly fragments) and keywords (DM-assigned). You can also produce Masterwork Versions of weapon-like items (implements, rod, staff, wand) with the appropriate materials.  


That's where I need your help


I now want to add Craft skills related to the Material Gathering section (see above). Some brainstorming:



  • Tailor: Create cloth armor (using the rules above). But which material? Which Knowledge skill is related to that? If I don't find something I add Cloth to "Leatherworker" but it doesn't really fit.

  • Inscription: Create Scrolls with one-use spells on them (like in 3rd edition), create books and tomes (what could they do?) and enhance rituals with one-use runes. 

  • Alchemist: Use herbs and essences to create alchemical devices and potions (replaces the feat). 

  • Engineer: Use construct bodyparts to create vehicles and  technological devices. 


To sum it up: I need game mechanics (rules) for implementing Gathering skills and maybe some ideas for the mentioned 


You've put a lot of effort into this, but how does it contribute to the fun of playing D&D? It seems to me like a lot of accounting and micromanagement, rather than a means to achieving more fun.

I guess I would ask: Your players want this?

If yes, then have them build out the rest for you. If they actually want this microdetail, I bet they have plenty of ideas to flesh it out. And if they don't really want it, then perhaps you will save yourself lots of time that you can devote to a different part of the game -- like the campaign.
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.

Hi all, 


after years my group and I have found together again. I want to add some elements to my game and would be glad if you could help me with some ideas. What I want to do is to add "Gathering" of materials to use them with "Craft" Skills, both implemented by me. 


Gathering Skills


I make use of the knowledge skills in the PHB (Arcane, Religion, Dungeoneering, Nature, History) to implement the gathering of materials. There are two types of gathering: Extraction (from fallen enemies) and Gathering (from the environment while adventuring). I need help with the latter one. 


That's what I have so far:



  • Material Extraction: You can extract materials from fallen creatures according to your knowledge skill (Arcane = "Essences" from elementals / fey / shadow keyworded creatures, Religion = Essences from immortal / undead, Dungeoneering = Bodyparts from abberants / constructs, Nature = Hide from natural plus animal or beast keyword, History = Trinkets from Humanoids). The materials have the same keywords and level like the creature. The amount depends on your skill and the size of the creature. 


That's where I need help: 



  • Material Gathering: I want to add the option to gather materials. I came up with the categories Herbs (Nature), Ore (Dungeoneering) and Archeology (History) but can't come up with a good game mechanic. Would you make a list of herbs and ore with different qualities and deposits and let them role on it? How could it look like? How would you distribute the herbs according to regions without having to work on all of the Multiverse regions? 

  • I also need logical gathering materials for Arcane and Religion. Do you have any idea?

  • I would also like to implement the gathering of wood. It would fit best to Nature but they already have herbs.

  • What use could Archeology fragments from the History skill be? Since I cannot create dozens of items I would like them to be managed by a logical game mechanic. 


Craft Skills 


I have also added a new skill called CRAFT which comes with a chosen subcategory (see below). So far, I have created Craft skills related to the Material Extraction section above. 



  • Leatherworker: Use gathered Material to upgrade a leather or hide armor. This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate type (mainly leather/hide) and keywords (DM-assigned). You can also produce Masterwork Armor with the appropriate materials.



  • Armorsmithing:  Use gathered Material to upgrade a scale, chain or plate armor. This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly ore) and keywords  (DM-assigned). You can also produce Masterwork Armor with the appropriate materials. 



  • Weaponsmithing:  Use gathered Material to upgrade a weapon.  This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly ore) and keywords  (DM-assigned). You can also produce Masterwork Weapons with the appropriate materials. 



  • Jeweller:  Use gathered Material to upgrade any non-armor, non-weapon item (rings, amuletts, waist, boots, wondrous items).  This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly trinkets) and keywords (DM-assigned).  



  • Carver:  Use gathered Material to upgrade rods, staffs, wands and implements.  This works like upgrading with Residuum. The material must have the same level as the target product as well as the appropriate  type (mainly fragments) and keywords (DM-assigned). You can also produce Masterwork Versions of weapon-like items (implements, rod, staff, wand) with the appropriate materials.  


That's where I need your help


I now want to add Craft skills related to the Material Gathering section (see above). Some brainstorming:



  • Tailor: Create cloth armor (using the rules above). But which material? Which Knowledge skill is related to that? If I don't find something I add Cloth to "Leatherworker" but it doesn't really fit.

  • Inscription: Create Scrolls with one-use spells on them (like in 3rd edition), create books and tomes (what could they do?) and enhance rituals with one-use runes. 

  • Alchemist: Use herbs and essences to create alchemical devices and potions (replaces the feat). 

  • Engineer: Use construct bodyparts to create vehicles and  technological devices. 


To sum it up: I need game mechanics (rules) for implementing Gathering skills and maybe some ideas for the mentioned 



I would say dump all this stuff and just adopt the Pathfinder skill list found HERE  

It's better than what you are coming up with and its works better than the 3.5 one. Just use your "noodle" to decide what skills belong to which class and use traditional 4e rules for them, also increase the amount of skill training feats and trained points you can put in skills for each class.

Come to 4ENCLAVE for a fan based 4th Edition Community.

 

Thanks, but I don't want to use an old class list from pathfinder or 3.5. I also think that it will enrich my game to add these skills. 


For example, I already use Profession skills with which you can earn money. If you pick the skill you get a business at your home town and one assistant per level. This business then creates money while you're adventuring (downtimes or skipping time doesn't count) according to the formula Level * Skill * 10 in gold per month.


So if you - a level 5 PC - picked Profession (Farmer) - let's say you have +10, you have a farm at your hometown which creates 5*10*10 = 500 gold a month. You can find things, better equipment or special assistantes for your farm during your adventures which expands it more and more and grant bonuses. There might be trouble at home which you can insert into the campaign or as a sidequest. The possibilities are endless. 


All in all, this idea with Profession was a huge success with great RP-possibilities. Everyone picked this skill and tried to expand his business. That's why I think gathering and extracting materials can add to the game. 

That's what I have so far:

Hey Kudos if you and your players like those homebrew rules!

For Gathering material component off of slain creatures, you may use the Heal skills or other knowledge skills such as History, Arcane or Religion by having PCs recall lore of such creature's anatomy used in Rituals for exemple. (Beholder eyestalks for vision related rituals, Displacer's Beast pelt fragment for translocation ritual, Bulette's hide for propection ritlual etc..)

For Crafting, using nature skill to work animal hide into armor and dungeoneer skill to work metal into armor and weapons  and all things engineer related and arcana or religion skill for anything alchemical  for exemple.

You'd be better off discussing them in the Homebrew Campaigns Forum though.

I already have rules for gathering materials from slain creatures as well as rules for which craft skill is related to which task. See above. 


What I need to find is rules for gathering materials while adventuring: collecting herbs, ore, leather, etc. I would let them roll a skill check, sure, and some skills are related to some materials (eg. nature = leather). But I need an easy mechanic on how to determine what you find with your skill check. For example, gathering components from slain creatures is such an easy mechanic: material has the same keywords and level that the creature had and can be used like residuum if the keywords fit the item that you want to create. Very simple. That's what I need with gathering from the environment aswell. 

Nature skill for plant, mushrooms, roots and other organic component

Dungeoneering skill for stone and metal component 

Possible use of Arcane and Religion skill as replacement to recall lore about component used this way. Also, Knowledge check such as History, Heal and Streetwise could be used to give a bonus to the next check to gather components as you recall lore about plants and stones and facilitate gathering, ex. recall belladona is a plant with medicinal properties used in healing or during religious ceremony for incent mixture could be info found in temple or in the street or in history due to folklore.

Exemple:


  • Material Extraction: You can extract materials from plant, rocks, mushrooms according to your  skill check (Arcane = "Extract" from plants or mushrooms, Religion = "Extract" from plants or mushrooms, Dungeoneering = "Extract" from rock, stone earth metals and gemstone, Nature = "Extract" from plants or mushrooms, Heal = +2 to the next Arcane, Religion, Nature or Dungeoneering check to gather component from envirenement, History = +2 to the next Arcane, Religion, Nature or Dungeoneering check to gather component from envirenement, Streetwise = +2 to the next Arcane, Religion, Nature or Dungeoneering check to gather component from envirenement). The amount depends on your skill and the size of the sample. 

I've just had players tell me what their PCs are trying to find. If they need generic ritual components they use the associated skill, presumably they understand what they need and where it can be found. If they need something more specific, say a particular type of component for making an uncommon item or something like that, then the DC would be higher, or an SC might be required if the material is very specific (obviously this could require a whole adventure if it is really special). For materials which are purely mundane a nature, dungeoneering, or possibly streewise check might be relevant. If the character has a relevant background they can claim a +2. I would note that there was a lot of specialization back in the old days, much as there is today. It would be unlikely for instance that a character who knew how to make shoes would know how to treat hide to produce leather, though they might know how to work with raw hide. Most such undertakings also require specialized tools.
That is not dead which may eternal lie
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