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DIR Return to: 2017 Errata Suggestions
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#Post#: 1339--------------------------------------------------
Combining and Moving Tattooist and Jeweler
DIR By: whitepaws
Date: September 28, 2017, 5:34 pm
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I've always found it strange the weird limbo that Tattooist and
Jeweler are in. They are not crafting skills yet they have
production like a crafting skill and crafting foci is its
principle benefit. So here is my proposed idea:
First since they mostly do the same thing combine them into one
skill called Artisan and move it to the Craft Skill section.
Second since the components aren't specified for their items
just the costs adding in components that make sense for the
items in question while keeping the same cost as best as
possible to the current charts.
Here is what I have suggestion wise that will keep with the
prices that are currently in the book (as best as possible in
some cases):
Medalion:
1 Path - 1 Hide I, 1 Ore I
2 Paths - 2 Hide I's, 2 Ore Is
3 Paths - 4 Hide I's, 4 Ore Is
4 Paths - 5 Hide I's, 10 Ore Is
5 Paths - 1 Hide II, 2 Ore IIs
Wizard - 4 Hide II, 4 Ore II
Tattoo:
1 Path - 5 Herbal Is
2 Paths - 5 Herbal Is, 2 Magical Is
3 Paths - 10 Herbal Is, 4 Magical Is
4 Paths - 10 Herbal Is, 12 Magical Is
5 Paths - 2 Herbal IIs, 2 Magical IIs
Wizard - 4 Herbal IIs, 4 Magical IIs
Item:
1 Path - 3 Ore Is
2 Paths - 7 Ore Is
3 Paths - 13 Ore Is
4 Paths - 3 Ore IIs
5 Paths - 5 Ore IIs
Wizard - 13 Ore IIs
Ring:
1 Path - 7 Ore Is
2 Paths - 13 Ore Is
3 Paths - 3 Ore IIs
4 Paths - 5 Ore IIs
5 Paths - 1 Ore III
Wizard - 3 Ore IIIs
I am purposely skipping Mana gems because they are a Special
Component item that will need to be discussed separately and
I'll put later down in this post.
Third would be converting over the production rules that are
currently applied to Jeweler and Tattooist and putting it in
line with the rest of the production rules. That would go as
follows:
Medalions/Tattoos/Items/Rings: 4 production pts. per path in the
item being created.
Mana Gems:
Flavored - 1 production pt. per mana stored in gem
Unflavored - 2 production per mana stored in gem
Lastly would be converting over some of the abilities and
changing them into zero cost skills.
Cut Mana Gems - Allows the Artisan to craft mana gems. Lvl. 10
in Artisan required.
Wizard Foci- Allows the Artisan to craft wizard foci items. No
level requirement.
Removing/Recycle Soul Crystal - Allows the Artisan to Remove or
Recycle a Soul Crystal. Lvl. 8 in Artisan required.
I'm not sure how to deal with the old Jeweler ability to
increase the value of items. Personally it probably would be
best to just dump that and move on without it.
Lastly we finally get to mana gems because this is were my
research on this is nebulous at best and where I'm going to need
some input. Since gems are a special component they don't have a
set value but I managed to get a rough idea of what to shoot for
using this chart
HTML https://olddungeonmaster.wordpress.com/2012/06/10/gems/.
The big
question is what paths should correspond with what gems. My
personal opinion is at the very least unflavored mana gems
should correspond with diamonds because of price and balance
issues. Italicized paths should fall in the 1,000 price range
area. I'd be very interested for plot input or people who have
been former plot because this part of the whole conversion is
uncharted water for me so I'm not even sure what would be a good
or a bad idea here.
Thoughts?
#Post#: 1347--------------------------------------------------
Re: Combining and Moving Tattooist and Jeweler
DIR By: Samjuria
Date: September 29, 2017, 10:00 am
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I agree that Jeweler should move to craftsman skill. However, I
would treat it as trapmaking in that it's just a cost to
produce, not a component cost. If we want to combine Tatooist
with it I would be fine with that as well. For cutting soul gems
and mana gems those could be zero cost skills similar to elven
armor or weapons. So, basically what you have written up.
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