Constructions

Post/Author/DateTimePost
#1

qazzjunk

Sep 09, 2009 22:39:12

I was thinking that instead of having just rituals which are soley magic I could add constructions. Just as they can forge weapons they can now forge all sorts of other things. Low level constructions would be small grenades. I know it sounds like im overpowering them but think about it. They will need to pay a fair amount of money for the blueprint, the mold, the materials, etc. and of course it takes 10 minutes or so to put it together. It's basically like using a ritual only instead of some other effect, they get a grenade. This first thread will be asking about how it could work why it won't and general feed back. If the response is good I may add a second post later asking for ideas of constructions. I'm a little worried that it could make the game to sci-fi

#2

Qube

Sep 10, 2009 0:48:58

I like the idea. (it could give non-magical character access to ritual casting)


how it could work? like rituals I guess ... a feat (or class feature) to be able to use it, and 'blue prints' just like there are rituals.


I even think I got an idea for a first level one: Smithing: create a non-magical item (gives the players the craft skill back ...)

#3

pluisjen

Sep 10, 2009 1:08:41

This sounds very much like the Alchemy rules from Adventurer's Vault, you should look at those. They might be doing just what you are looking for already Smile

#4

Qube

Sep 13, 2009 4:36:22

Oh, also check out Martial Practices (currenlty only for D&DI subscribers) ...