Gadget invention/building checks
Posted: Wed Feb 18, 2015 2:55 pm
Hello, BASH-ers.
Quick question here: The RAW are vague when it comes to what makes a successful check for a Gadgeteer (or "Grimoire-er"?) to invent/build a new gadget or research/cast a new spell.
Does BASHMan have any easy solutions already? Has anybody house-ruled anything that worked particularly well for them?
I was thinking of doing something like this, which makes the checks challenging-but-not-impossible and also takes into account the power level/point-cost of the gadget being made:
- base difficulty of 14 + 1 per every point required for the power. So, if you wanted to make a gadget that granted a special attack 4, medium range power, it would be a check of 20 to succeed (base 14 + 6 points for the power = 20 to succeed).
This makes it fairly challenging where failure/frustration could possibly occur - especially at low levels, where it makes more sense - but not impossible.
Quick question here: The RAW are vague when it comes to what makes a successful check for a Gadgeteer (or "Grimoire-er"?) to invent/build a new gadget or research/cast a new spell.
Does BASHMan have any easy solutions already? Has anybody house-ruled anything that worked particularly well for them?
I was thinking of doing something like this, which makes the checks challenging-but-not-impossible and also takes into account the power level/point-cost of the gadget being made:
- base difficulty of 14 + 1 per every point required for the power. So, if you wanted to make a gadget that granted a special attack 4, medium range power, it would be a check of 20 to succeed (base 14 + 6 points for the power = 20 to succeed).
This makes it fairly challenging where failure/frustration could possibly occur - especially at low levels, where it makes more sense - but not impossible.