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Post by Scriptus on Apr 23, 2005 19:02:43 GMT -5
BLACKSMITHING Cost Level +2
Blacksmithing is for those of you who are into medivial games. It works just like invention using the formula for invention in the book with the following modifications - Does not require tech action like invention does - Only used for metal working - Weapons made can only have a mod # of up to 4 and each piece of armor (body armor, shield, etc.) can only have a mod # of 1 - Requires access to a forge or other equipment - Action Number of 7 or higher allows creation of a forge. This action can be used to create cannons, swords, shields, various melee and thrown weapons, horseshoes, whatever a blacksmith could make.
For example a 1 stone knife would require 13 stones to make (Total aspects 1 x Total Invention Factor 13 (existing tech you know 4, permenant useage 6, modifier 3)).
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Post by Scriptus on Apr 25, 2005 8:00:43 GMT -5
because i based the action off of invention and invention has the prerequisite of the tech action i thought that not having that was an advantage. I also thought that because invention has such a broad scope of applications (basically any thing you can think of can be made) I tought the other two deductions were okay. What did you mean regarding the farmer comment? How did you figure that cost? The forge option works. Thanks for the feed back.
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Post by Scriptus on Apr 25, 2005 10:43:14 GMT -5
The basic blacksmithing costs +2 to cost level.
The deductions are my way of showing why blacksmithing is less expensive than inventing. The minuses and pluses are in relationship to invention. They are not options to take.
Blacksmithing is basically invention with those "disadvantages." All of those "disadvantages" are included in basic blacksmithing. sorry for the confusion.
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Post by Scriptus on Apr 25, 2005 10:45:11 GMT -5
i removed all the cost options in the original post. hope that makes it easier to read. thanks for responding sphynx. my original post was pretty hard to understand (my fault). good points.
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