Yes, yes, I haven't been providing a whole lot of context on overall structure. It's my blog. Like I mentioned last time, you can take a Specialization every third level. They're not like classes - you can take a different one each time, etc. There will ultimately be seven, not including change class/alignment, which requires no further explanation.
Anyway, I'm taking a page out of Numenera here:
"Crafting" is a specialization available to Lawful or Neutral characters. Each time you specialize in Crafting, you can put a word into each of the following blanks:
"I can use my [tool] to make [material] into [object]."
Everything else, of course, is dependent on what we know about the real world. This is a mundane, not a magical skill (though if you wish to insert spells, you are free to, so long as you can cast them). Therefore, combinations that obviously don't work, such as "I use my fork to make air into battleships" means nothing more than your character specializes in waving around cutlery and shouting like a madman. Lesser failures are, of course, still failures - you need wood and feathers to make arrows.
The effects are the logical results of attempting to make the object using the named tool and material, which of course means that complex objects will need extra descriptors, and you can build on them with additional specializations. So, you might start with, "I can use my adze to make wood into canoes," then later expand it to "I can use my adze and sewing kit to make wood and hides into (better) canoes." Or you can use additional specializations to learn how to make multiple objects.
Anyway, I'm taking a page out of Numenera here:
"Crafting" is a specialization available to Lawful or Neutral characters. Each time you specialize in Crafting, you can put a word into each of the following blanks:
"I can use my [tool] to make [material] into [object]."
Everything else, of course, is dependent on what we know about the real world. This is a mundane, not a magical skill (though if you wish to insert spells, you are free to, so long as you can cast them). Therefore, combinations that obviously don't work, such as "I use my fork to make air into battleships" means nothing more than your character specializes in waving around cutlery and shouting like a madman. Lesser failures are, of course, still failures - you need wood and feathers to make arrows.
The effects are the logical results of attempting to make the object using the named tool and material, which of course means that complex objects will need extra descriptors, and you can build on them with additional specializations. So, you might start with, "I can use my adze to make wood into canoes," then later expand it to "I can use my adze and sewing kit to make wood and hides into (better) canoes." Or you can use additional specializations to learn how to make multiple objects.
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