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    The finer points of Crafting

    I'm assuming that planning would be part of the basic span of time needed to craft, and extra successes in that stage would reduce total time or improve item quality.  Assistants would also affect that production time, but I'm still missing a baseline system.  Once I have that proportion, I...
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    The finer points of Crafting

    I always thought that time involved (at least the increments between rolls) would be primarily based on the size of an object.  To reuse an example, it takes longer to craft articulated plate than a breastplate, but crafting even a small ship would probably take longer than either.  Even so...
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    The finer points of Crafting

    I always thought that a fair chunk of the time requires by crafting high-quality items is eaten up by planning and acquiring raw materials.   So, you're saying that the time taken should be mostly proportional to the quality, rather than the cost of the item?  I mean, taking it from canon...
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    The finer points of Crafting

    Right on.  The system suggested for cost was about what I was considering (seeing as I really can't think of a better way, really  :wink: ).  I'm still left with a few, crankier problems. The system gives no guidelines as to how many successes it takes to craft an item (except that it...
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    The finer points of Crafting

    I'm running my first Exalted (and, actually, White Wolf) game.  I'm loving the system,  as are my players, except some finer points of Power Combat.  However, one of my players is starting to really get into crafting and I'm finding the system given pretty lacking.  I've poked around in the...
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