Originally posted by norraba
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The question you keep not answering is why the slots have to be different at all? With all the words I've spilled on this topic so far it maybe seems like this is a bigger deal for me than it actually is, but having different types of superior slots just strikes me as weird. All you need to do is say 'superior slots are universal' and 'certain superior projects must account for their scale, which must be addressed by the following rules' without adding a bunch of weird overhead by making players worry about what kinds of slots they have at the moment. Make them worry about their projects, not their slots.
Anyway, to answer your question: I'd prefer the solution from the edit (I suppose that's #3).
As for the general difficulty, I was so focused explaining the craft-xp-as-terminus idea I actually forgot to talk about a couple other issues that make it seem like a good idea. My bad! :V
So, simply limiting the craft spending to half the project's goal doesn't meaningfully address the problem. You need to increase the goal numbers themselves, and they need to increase significantly. Your Artifact 4 is at Difficulty 5, with a goal of 40, and a Solar with just a max Craft Excellency has >50% chance of completing that with a terminus of 6 (23 dice -> ~11 successes, +1wp per roll. On difficulty 5, this is ~7 towards the goal per roll). This is without spending any craft xp and requires no actual craft charms. A Dragonblood has a real shot at an artifact 5 if they can get to a Terminus of 10 (19 dice -> ~9 sux +1wp = ~5 towards the goal per roll). Again, no spending craft xp, no actual craft charms (well, we know the Craft excellency is a separate charm purchase for them, but you get my point). If you're letting people buy down half the project goal? You're gonna have people regularly building artifact 5's without having to buy a single craft charm.
I assume you can see how that's a problem?
My gut instinct would be to go back to the goal numbers from core Craft, or something close to them, since those were already set at a point that locked Artifacts behind the appropriate number of charm purchases. That does mean you'd also need to use some of the core Power tree craft charms or write your own that are on that level. I like what the charms in your rewrite do to let craft do more than just artifacts, but the problem with core was that it only let you really do artifacts, not that artifact crafting was locked behind charms in the first place. This was what was rattling around in my head when I was suggesting the craft-xp-for-terminus idea, since if you bump the goal numbers up that much, suddenly you need them. It's totally my fault for forgetting to mention that!
Or, maybe you have another approach?
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