The new lesson is the highly requested Tinkerer’s Class. This class is the staple of Isandor and crafting recipe for other players. I will be using some example live characters in the game for example.
Alot of people will shy away from this class and let the veterans take hold but it’s very powerful for research type characters and those looking to bring their own flare to the crafting system.
The crafting system itself is fairly simple. You take a completed recipe to your workbench. Supply the required materials thats listed on it to the table and craft. How do you get crafting recipes you ask?
Lets start out with the basics.
Before I do that, Do know that the following skills are required on the PC:
Appraise Skill – To copy recipes or create recipes
Craft Trap – Miscellaneous Recipes
Craft Weapon – Crafting Weapons
Craft Armor – Crafting Armors or Gear
The tinkerer class comes in 3 levels. Each level is obtained when you build and upgrade your town hall. More importantly we will be focusing on Level 1 Tinkerer.
Starting at the beginning. When selecting this class. You’ll come across this menu.
Under Hard you’ll find tinkerer.
Tinkerer is listed under hard as it’s the only class that has a steep learning curve. Once you pick that class you’ll have these tokens.
Each one with a specific purpose.
We will explain them as soon as we get to it. Now that you have your tools for research. Lets explain how to work the system. Lets use 3 scenarios.
Unlike most crafting systems where everything is set to static. Our system is very much dynamic in every way.
The crafting scrolls or ‘Blueprints’ are what they are officially called. Lets go over the 3 scenarios
Chass’ Code Explanation of how the system works. #
The core of the crafting system lies in the blueprints themselves. When a blueprint is created.. the end result is stored on the blueprint through code. A reference to that object is stored in memory for recall. Meaning to craft that end result you as a tinkerer would need to set the parameters of the recipe. Once set and crafted it will copy the reference into your inventory. Thus successfully crafting that recipe.
The beauty of this crafted system is that Dynamic Items (Item that can’t be referenced in the NWN Toolset or Created by a DM on the fly) any item can be used. Lets say a DM creates a custom item specific for you. (As long as it’s not set to plot) You can then make a blueprint of that item to craft.
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Scenario 1 – Researching Blueprints #
“In this scenario, You don’t have any items in play. Your wanting to get some blueprints so you can begin work.”
You would have to build a blueprint research station to be able to research blueprints to make.
Take look at working with the Blueprint Research Station here. You can learn on how to get more Research XP here
Once you have your recipe from the blueprint research station you’ll activate it to read it.
“Lets say you found a blueprint for some Cotton Clothing”
Opening the blueprint would show this:
Editing Recipes #
Note the Recipe Approval and Recipe Alterable.
We know this recipe for clothing is not done by a blacksmith. We would need to change the Craft Station.
Remember those 3 tools?
Use the Alter Recipe tool on the recipe and change the station
by going to the station change option we can see a list.
Since this is just some basic cotton clothes we will use ‘Tailor’.
With that set. Only tailors will be able to make this recipe.
We then will need to set the SLOT 1 for cotton requirement.
“Get Creative, If you dont live near a place that doesnt have cotton. substitute it. “
We need to use one of them. In order for this to work you need to have the ingredient on you or have access to the ingredient. We shall say that we have a bolt of cotton.
First.. Use this tool.
Use this and target the bolt of cotton in your inventory. It will save that item in your memory.
Then.. use the next tool
Use this tool and target the recipe. It will put the ingredient in slot 1 of the recipe
Tadaa! We now have the first requirement. It will now take 32 bolts of cotton to make this cotton cloth.
If we are not adding anything else. Lets get this recipe approved.
DM Perspective on Approving Recipes #
Approval vs Denial #
I and most DM’s will not approve just any recipe. We will check for consistency. Lets say you have a blueprint for a Copper Short Sword. We will be expect to have some ingredients of say.. Ingots of Copper minimum. And for the size.. around 20 or so. Just best guess based on the size of a object made.
If we get recipes with really low DC’s to make.. We expect the trade off to be higher resource usage. OR complex recipes.
When I say ‘Complex’ I mean recipes that involve a chain to make. For example.. Cloth padding would be
Cotton -> Cloth -> Cloth Padding. Then use the cloth padding in your recipes. This forces other players to work in this same chain. We will gladly accept recipes that adhere to this. Even with a low DC to make. If a recipe is too simple to make. Either we will not allow it or we will have you adjust the DC higher.
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Scenario 2 – Creating a Blueprint from a End Product #
This method of creating a blueprint is simpler and does not require you to do research. Some prefer this way instead of the traditional research path. If your a person that can get your hands on the products you can make recipes of them.
You’ll need a Researcher Workstation built.
Using the Table.. Lets say that a fellow adventurer found a weapon that you would love to make. Lets borrow it from him. And put it on the table.
Perfect. In order to draw up a blueprint you must have some blank paper. Put that on the table too.
We get the next option :
This is pretty simple. We either want to create a recipe from a examined item (what was put on the table) or copy an existing recipe. If you want to make a copy of a blueprint you would put a blueprint on the table instead.
Lets choose option 1.
We go through a skill check (Appraise).
We have successfully made a crafting blueprint of the weapon.
Now.. you would have to go through the steps to get a recipe drawn up and approved.
Scenario 3 – Roleplaying out Creation of Recipes with a DM/GM. #
The third way of getting unique items is through roleplay. DM’s have the ability to create recipes on the fly of base items or dynamic items.
Schedule out some time with a DM OR if you know a DM is watching roleplay out drawing up plans. evaluating ingredients and such. Bonus points for using skill checks as well. We may do some behind the scenes.
We may not have time to EDIT the blueprints. That is your job as a player.
Chass Perspective on custom recipes and custom items #
I personally will do personal items and blueprints however there has to be a specific need through roleplay for it. If the item is in the wild and can be obtained naturally then sure. But lets say you want to make a wand.. out of bone.. infused with…. Diamond. That would have X charges on it for fireball. Roleplay the exact method of how you plan to work it. Experiments is a plus ingame through roleplay. Dicerolls are a plus. I will then give a blueprint to you. All you have to do is edit it and i’ll either approve it based on blueprint resources and DC. or Deny it if it’s unrealistic. too simple or other reasons.
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Crafting Technicalities
When a person successfully crafts a blueprint. They will go through a concentration check. if successful they get +1 points to craft on that blueprint. Those points stack. So over time.. it becomes a trivial craft for that recipe. This is also why some DC’s may be higher depending on the blueprint.
Class Level – Whenever you craft any recipe /blueprint you get class XP. Some recipes can be only accessible if your a experienced crafter. This is specifically available for tinkerers who want to gate a recipe for a specific level of crafter.
village tier required. This will be used in the Civilizations system. You may only craft this recipe at your home village where the village tier matches.
Tier 0 is anyone can build anywhere.
Questions and Answers about the Recipes.