Crafty Characters

STAT ME.

STAT MY CREATIONS.

youtube.com/user/JoergSprave/videos

and maybe we discuss why smart crafts-oriented characters are stigmatized and/or gimped basically everywhere

whatever else, this guy has a +5 villainous laughter ability

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...

5/10 man breasts

no, he's actually pretty strong. means those are Pecs not Tits

youtube.com/watch?v=4h8THh4GTxY

>hey DM I have an idea that would totally let us bypass this challenge instantly for free
>Your idea would never work that's retarded
>FUCKING STIGMATIZED AND GIMPED FUCK YOU
lol you deserve your fate, fuck people like you

well yes, because an idea that wouldn't work just wouldn't work you stupid shitbird. I was actually referring to characters like Shadowrun's Riggers, a core archetype to the game. mechanics, craftsmen, engineers, masons, carpenters, trap-based woodsmen, etc. these characters get gimped by the rules of their own games.

and a GM that doesn't anticipate that sort of thing from his group and know how to deal with it is clearly deficient for that group, or at the least, poorly prepped.

people like you always have struck me as insecure in your own intelligence

Because Crafting isn't implemented well in games.

First: It rarely, if ever interacts with the rest of the systems

Second: It generally becomes a 'decker problem' of 'crafter goes and does their thing offscreen/while everyone else twiddles their thumbs'

Third: It solves problems in ways that aren't interesting.

Fourth: It breaks power scaling in many implementations.

sorry I'm just thinking how this would play out in most of my games:

>Okay look! I can craft this do-hickey here to get us past this-
> -Bob, we have a starship, why don't we just strafe/bombard the area?
> But... muh gadgets...
> No Bob, no; not today.

>Because Crafting isn't implemented well in games.
that's what I'm bemoaning here.

>First
I agree
except for the fact that in goes less useful things and out come more useful things(under expected circumstances)
when it does interact beyond basic shit, it generally needs it's own book for that.

>Second
I ran a short-game with a group of boy-scouts. one played a maker-of-things archetype, the encounters frequently came down to "protect the craftsman till whatever he's working on gets finished" with his turn devoted partially to the crafting and partially to shooting something that got past the defenses. if you can get a group to handle it right it doesn't have the Decker Problem. even for long or complicated projects the crafter may need a thing and the process becomes a self-motivated quest to get the parts needed.

>Third
I'd argue, but in this case it's over a clear matter of opinion.

>Fourth
if you think about it, it does that IRL too...
it's part of why it's hard to balance in games, it's inherently an unbalancing thing.

...but, but, gadgets...
>no Jim, we aren't budgeted for a bombardment. we need to keep the ordinance for [the final boss]

>That Guy going off on a That Guy rant

+5 crafting and +5 evil laugh are German racial bonuses.

>German racial bonuses.
really?
I thought it was just him. do they keep the laughter hidden until special occasions?

Like Divination-specialist wizards, dedicated crafting characters work a hell of a lot better as NPCs than PCs.

If you try going the MacGyver route of 'I can pull gadgets out of my ass', then all you need is one skill/ability for pulling gadgets from ass. If you make things take a reasonable amount of time, then either everybody else sits on their hands while waiting for the crafter to finish, or the GM goes "Gimme a couple skill checks. Yeah, you take three weeks to make the thing. Three weeks later..." You can try to get the other players involved by having them quest for obscure materials, but that doesn't give anybody else anything to do while the man is making the thing.

>dedicated crafting characters work a hell of a lot better as NPCs than PCs.
dedicated characters yes, but craft heavy characters are another matter.

I ran a game where the ranger was also a fletcher, he'd sit down every time the party made camp and knapp arrowheads from stone, or steam and straighten shafts, or make a point of catching dinner for fletching feathers. it was a spare comment and a die roll at the end of every other session or so. the Druid carved things in bone and used his simple crafts to fund the whole of his equipment(he was playing a sort of "humble wise-man" archetype)

hard to be that-guy with characters.
I'm the forever GM, I could WISH for characters that do a little bit of reasonable innovation. or for that matter just use medieval level tech.

cause a lot of the things I see people complaining about really IS just applying common medieval knowledge. sure, the guys making gunpowder when there isn't any are still shits, but just cause the times were low-tech doesn't mean they were NO-tech.

Isn't this that terrorist guy who taught Muslims how to penetrate bullet-proof vest?

no, he's a maker of custom slingshots and other rubber powered launchers.

he got in trouble for trying to see if he could make something that could pierce a stab-vest.

media exploded on him over it as "teaching terrorists how to terror"

he's just a jovially violent German engineer doing inadvisable things with rubber

No, he made that video to show that "stabproof" vest are fucking worthless because it's armor plate is aluminum not steel.

eh, that was the hearsay I got from some news caster. I only remembered it because they called that pleasant pile of german muscle a "terrorist".

I mean, I wouldn't want to be his neighbor, but he sure isn't a terrorist.

>Characters with the Juryrigger quality receive a +2 dice pool modifer for Mechanical Tests when juryrigging gear. If the gamemaster decides what the character wants to accomplish is in fact possible, he determines the threshold for her success using the Build/ Repair Table (p. 146) as a guideline, then reduces the threshold for the test by 1. While a successful Mechanics Skill Test enables the Juryrigger to perform amazing technical feats, everything she devises is temporary.
Unfortunately, the build/repair rules are shit, but Shadowrun has the jury rigging part pretty good for the system.

is that 5e?

I don't remember it from 4e and I have yet to get into 5...

Runners Companion has something similar, but not quite as clear.