Rules Update: Smithing Times & Crafting Points
- GJSchaller
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07 Jun 2010 21:52 #1
by GJSchaller (GJSchaller)
Rules Update: Smithing Times & Crafting Points was created by GJSchaller (GJSchaller)
The following Smithing skills have been updated. A brief summary follows the skills.
Knowledge:
Rank I: Basic Materials
Allows the Smith to work with Basic Materials. Armaments and items made from Basic Materials have no special properties.
Rank II: Special Alloys
Allows the Smith to work with Special Alloys. Forging an armament with a Special Alloy requires half again as many CPs as the base CPs required for the armament, rounded up.
Rank III: Enigmatic Materials
Allows the Smith to work with Enigmatic Materials. Forging an armament or item with an Enigmatic Material requires twice as many CPs as the base CPs required for the armament.
Rank IV: Arcane Materials
Allows the Smith to work with Arcane Materials. Forging an armament or item with an Arcane Material requires three times as many CPs as the base CPs required for the armament.
Weaponsmithing:
Rank III: Forge Superior Weapon
This ability allows a smith to produce a weapon of special quality. The smith must expend materials and twice the CP requisite to the weapon being produced. A Superior Weapon can be honed and tempered an unlimited number of times each event (though the weapon can only benefit from one honing at a time).
Rank IV: Forge Exalted Weapon
This ability allows the smith to produce a weapon of the highest quality. The smith must expend materials and three times the CP requisite to the weapon being produced. When an exalted weapon is honed or tempered the effect lasts for the duration of the event (though the weapon can only benefit from one honing at a time). An exalted weapon that later becomes ritually enchanted can still benefit from the effects of honing, reinforcing, and tempering.
Armorsmithing:
Rank III: Forge Superior Armor
This ability allows a smith to produce a shield or suit of armor of special quality. The smith must expend materials and twice the CP requisite to the shield or suit of armor being produced. A shield of any size can benefit from this ability, but armor must protect the torso to be sufficient to qualify as Superior Armor. Superior Armor and Shields can be balanced, tempered, and girded an unlimited number of times each event (though armor can only benefit from one balancing at a time, and shields only from one girding at a time).
Rank IV: Forge Exalted Armor
This ability allows the smith to produce a shield, or piece or suit of armor of the highest quality. The smith must expend materials and three times the CP requisite to the shield or armor being produced. When an exalted shield or piece or suit of armor is balanced, tempered or girded the effect lasts for the duration of the event (though armor can only benefit from one balancing at a time, and shields only from one girding at a time). An exalted shield or piece or suit of armor that later becomes ritually enchanted can still benefit from the effects of balancing, reinforcing, tempering, and girding.
The quick version: Instead of time, the extended cost of producing an item of higher quality or out of better materials is paid in Crafting Points. This will mean the smith is not spending hours on end sitting at a forge for one item, and that players looking to have items made or repaired do not have to wait as long for the task to be done, or the smith to be avaiable for work. However, the amount of CP a smith now needs to produce items of a higher quality has gone up considerably, especially when they are both high quality and from rare materials. The Smithing Cheat Sheet will be updated shortly.
The number of units (and base time) to craft a spear has been reduced from 20 to 15.
The Creation prayers Quick Thinking and Inspiration have been swapped in cost and rank.
Armorsmithing:
Rank I: Gird Shield
The smith may reinforce a shield at the cost of 1 CP and 5 minutes of work. This reinforcement allows the bearer of the shield to ignore an attack that would displace her backwards or to the ground. The opponent’s attack fails and the attack ability is considered used. This ability cannot be used on an armament that has been ritually enchanted.
Knowledge:
Rank I: Basic Materials
Allows the Smith to work with Basic Materials. Armaments and items made from Basic Materials have no special properties.
Rank II: Special Alloys
Allows the Smith to work with Special Alloys. Forging an armament with a Special Alloy requires half again as many CPs as the base CPs required for the armament, rounded up.
Rank III: Enigmatic Materials
Allows the Smith to work with Enigmatic Materials. Forging an armament or item with an Enigmatic Material requires twice as many CPs as the base CPs required for the armament.
Rank IV: Arcane Materials
Allows the Smith to work with Arcane Materials. Forging an armament or item with an Arcane Material requires three times as many CPs as the base CPs required for the armament.
Weaponsmithing:
Rank III: Forge Superior Weapon
This ability allows a smith to produce a weapon of special quality. The smith must expend materials and twice the CP requisite to the weapon being produced. A Superior Weapon can be honed and tempered an unlimited number of times each event (though the weapon can only benefit from one honing at a time).
Rank IV: Forge Exalted Weapon
This ability allows the smith to produce a weapon of the highest quality. The smith must expend materials and three times the CP requisite to the weapon being produced. When an exalted weapon is honed or tempered the effect lasts for the duration of the event (though the weapon can only benefit from one honing at a time). An exalted weapon that later becomes ritually enchanted can still benefit from the effects of honing, reinforcing, and tempering.
Armorsmithing:
Rank III: Forge Superior Armor
This ability allows a smith to produce a shield or suit of armor of special quality. The smith must expend materials and twice the CP requisite to the shield or suit of armor being produced. A shield of any size can benefit from this ability, but armor must protect the torso to be sufficient to qualify as Superior Armor. Superior Armor and Shields can be balanced, tempered, and girded an unlimited number of times each event (though armor can only benefit from one balancing at a time, and shields only from one girding at a time).
Rank IV: Forge Exalted Armor
This ability allows the smith to produce a shield, or piece or suit of armor of the highest quality. The smith must expend materials and three times the CP requisite to the shield or armor being produced. When an exalted shield or piece or suit of armor is balanced, tempered or girded the effect lasts for the duration of the event (though armor can only benefit from one balancing at a time, and shields only from one girding at a time). An exalted shield or piece or suit of armor that later becomes ritually enchanted can still benefit from the effects of balancing, reinforcing, tempering, and girding.
The quick version: Instead of time, the extended cost of producing an item of higher quality or out of better materials is paid in Crafting Points. This will mean the smith is not spending hours on end sitting at a forge for one item, and that players looking to have items made or repaired do not have to wait as long for the task to be done, or the smith to be avaiable for work. However, the amount of CP a smith now needs to produce items of a higher quality has gone up considerably, especially when they are both high quality and from rare materials. The Smithing Cheat Sheet will be updated shortly.
The number of units (and base time) to craft a spear has been reduced from 20 to 15.
The Creation prayers Quick Thinking and Inspiration have been swapped in cost and rank.
Armorsmithing:
Rank I: Gird Shield
The smith may reinforce a shield at the cost of 1 CP and 5 minutes of work. This reinforcement allows the bearer of the shield to ignore an attack that would displace her backwards or to the ground. The opponent’s attack fails and the attack ability is considered used. This ability cannot be used on an armament that has been ritually enchanted.
- GJSchaller
- Platinum Member
- Character is to a person, what carbon is to steel.
- Posts: 10420
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08 Jun 2010 19:56 #2
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Rules Update: Smithing Times & Crafting Points
This has been updated in the Online Rulebook.
- GJSchaller
- Platinum Member
- Character is to a person, what carbon is to steel.
- Posts: 10420
- Thank Yous: 1379
08 Jun 2010 21:50 #3
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic Rules Update: Smithing Times & Crafting Points
The Smithing Cheat Sheet in the Downloads section of the website has been updated as well.
www.knightrealms.com/downloads.html
www.knightrealms.com/downloads.html
- Thorgrim Ironfeld
- Premium Member
- Half of an analysis....is anal.
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08 Jun 2010 23:28 #4
by Thorgrim Ironfeld (MitchC)
OOG name: Mitch
Master Runesmith of Pendarvin
Don't let the grey hair fool you...wait scratch that...DO let the grey hair fool you.
_____
I make leather armor and various items for sca, larps and dagorhir. Here's my photobucket: s297.photobucket.com/albums/mm233/mc1csmo/
Replied by Thorgrim Ironfeld (MitchC) on topic Rules Update: Smithing Times & Crafting Points
awesome.
OOG name: Mitch
Master Runesmith of Pendarvin
Don't let the grey hair fool you...wait scratch that...DO let the grey hair fool you.
_____
I make leather armor and various items for sca, larps and dagorhir. Here's my photobucket: s297.photobucket.com/albums/mm233/mc1csmo/
- Tim P
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10 Jun 2010 20:28 #5
by Tim P (OrganicGolem)
-Tim P
Replied by Tim P (OrganicGolem) on topic Rules Update: Smithing Times & Crafting Points
crap, I gotta finally get more cp now
-Tim P
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