Crafting Items

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Crafting is the in-game mechanic for converting one type of item or set of items into another. Crafting can be Reversible or Irreversable and may or may not require a Catalyst or Tool. Craftings that take more than a single "turn" of time (10s of world map time or 1s of combat time) are either intensive or not.

Contents

Crafting Templates

For each "crafting action type" a dev must specify the "transformation" (equivalent to a chemical reaction, like A + B = C), which includes the inputs and outputs (and how much of each),the governing skill, how much time it takes, and whether or not the task is intensive or not. Some craftings are trivial and don't require a skill roll. Also to be determined is the "quality" of the final product (which may or may not depend on the skill/Task roll and the quality of the input items). Note that sometimes a "class" of items or tools might be specified as necessary. For example "heat source". Crafting Templates are otherwise like Task Templates (and are in fact a sub-class of them)

Reversible crafting

This is converting a thing into a different thing, such that it can be converted back. For example, Rifle + Scope -> Scoped Rifle. In general, any thing that can be assembled and disassembled is treated like a "reversible" crafting Task.

Irreversible crafting

This is converting some thing or set of things into something permanently. For example Sheet Metal + (Wood | Leather) -> Knife (Low quality) or Reeds -> Basket (woven basket), or Raw Meat + (Heat source) -> Cooked Meat + (Heat Source).

Scavenging and Wastage

Sometimes a craft will be "semi reversible" and the raw materials can be partially scavenged from the constructed item. This is also true of items that 'cannot in general be crafted in game. For example, if the player finds an old Television, he could scavenge the wire and glass from it. Some reversable crafts will have a wastage factor (i.e, 10%) indicating that when "undone" you get 90% back of the raw materials. Note that this is only applicable to "quantitative items"

Catalysts and Tools

Catalysts are things that are required to complete a given "reaction" or crafting, but are unchanged or unmodified by that crafting. The classic Catalyst is a "heat source" which could be a fire or stove. Tools are like catalysts but are not always required for the transformation (sometimes a real world "tool" that is mandatory for the crafting is treated just like a catalyst instead). Essentially, a tool gives a skill bonus and/or time bonus to the crafting Task. In general, craftings that require catalysts are Irreversible (like cooking and egg!) but not always. Some Catalysts or Tools are "places", i.e. ActionObject items that are fixed to the map and cannot be transported (examples: (Large) Stove, Workbench, Sawmill, Ore Refinery). Not that the tools/catalysts required for the "reversable" craft might be different. E.g you don't need a needle to "undo" a sewing project, but scissors might still help.

Intensive crafting

Most short duration (and ALL that are 1 turn/action) crafts are intensive, that is to say that they require the undivided attention of the character for the full time period of the craft. Some longer duration craftings just have to "sit and cook" for a certain amount of time. If the character is interrupted - like for example being hit with a weapon - then the current craft "time" (for an intensive craft) is not counted.

Disrupting non-intensive craft

A non-intensive craft in process can be destroyed by a character or environmental hazard. For example, someone could just knock over your still and no whisky for you! The template can assign some "Damage" threshold for the task for this, or otherwise assume any damage will destroy the task and force you to start over. Any catalysts/tools will remain (although they could get stolen) and the ingredients will be treated as if they were scavenged from the final product (i.e, probably reduced in some way)

Detailed Examples

More Examples

Brewing Beer

(note this is simplified for the game, with no filtering, etc. Note that "beer" here means some alcoholic sludge that may or may not be beer or wine or mead or mash. It's effectively 3-15% alcohol depending. Also, technically you can use stuff that has naturally occuuring yeast on it instead of separate yeast... (pruno, lambic), some fermentations don't require heat, etc. If someone wants to code all these templates and "game balance" them, be my guest!

Irreversible(no scavenge), Non-intensive task; time: 3 days; Brewing skill.

(1kg sugar source) + 2L pot(empty) + yeast + (heat source) + 2L water -> (heat source) + pot(1L beer).

Notes: type of sugar source (fruit, grain, etc.) and quality of water effects quality of product. Tools:

Spoon = +5 bonus to Brewing skill.

Sub task: Bottle beer

(Reversible, intensive task; time: 1 min; no skill)

2L pot(beer) + 10 x 0.2L bottles(empty) -> pot + bottles(beer)

Notes: total capacity of pot >= total capacity of bottles.

Sub task: distill alcohol

(Reversible, Non-intensive task; time: 2 hr/L liquor; Distilling/Chemistry skill)

pot(10L beer) --(Still, Heat source)-> 1L liquor 

Note: this is technically "reversible" without the still by adding water to the liquor... but silly.

Build A Still

(Irreversible(Scavengable), intensive task; time: 8 hours; Distilling/Chemistry + Jury Rigging/Engineering skill - very difficult)

(Drum or Barrel) + funnel + tubing -> Still

Tool:

     Hand Tools (reduce time to 4 hours, difficulty to standard).
     Power Tools (reduce time to 2 hours, difficulty to easy).
     Schematics (still) - removes Distilling/Chemistry skill task.

Scavenges to: funnel + tubing + 5Kg scrap metal

Note: Without Distilling or Chemistry skill success or schematic, you don't know how to make a still.

Modifiers to crafting

The following can all effect the crafting tasks:

  • Quality of ingredients (including catalysts)
  • Presence or quality of tools
  • Whether crafter is distracted
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