RQ House Rules::
Crafting and equivalent
RQ uses the following table to indicate levels of competency. I've extended it to add quality and value.
Skill |
Rating |
Quality |
Value |
01 - 25
|
Novice
|
0 |
unsellable to *1/3 |
25 - 50
|
Competent
|
1 |
*2/3 |
50 - 75
|
Professional
|
1 |
*1 |
75 - 100
|
Expert
|
2 |
*2 |
100 - 125
|
Master
|
3 |
*4 |
125+
|
Grand Master
|
5 |
*5 (or more) |
When making an item (or performing any sort of lengthy skill use) then failure does not mean that the task is necessarily failed; simply that it is not as good; i.e that the quality is lower. To model this then: a success produces an item of the Quality indicated. Failure means that the item is one quality rating less than normal. Quality 0 means that the item is not fit for purpose though a sucker might not realise at first. Anything lower than 0 is a complete failure. Modifiers to the skill do affect the Quality outcome. So if a novice (skill 21%) takes twice as long as normal to produce the item (+20% to skill) then their rating of 41% will enable them to make a "competent" (Quality 1) item. This is why more time, better tools and facilities, help from a teacher and so on allow poor crafters to make stuff. Clearly taking less time or trying to make more challenging items mean that even a Grand Master might produce something that is only competent.
How good is an item? An enhancement 'costs' 1-4 points of quality. Some obvious ones:
2 enhancements add 1 HP or 1 AP to the object. (Limits to the size of object)
3 enhancements add +5% or +1 'effect' (ie. damage) to the object.
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