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Extension

Crafting

Making things that matter

Purpose

This extension defines rules for crafting items from recipes in TDGS.

It establishes:

  • Two-phase resolution (success, then quality)
  • Quality tiers from Volatile to Masterwork
  • Skill-based quality pools
  • Material, tool, and time modifiers
  • Batch crafting
  • Failure and critical failure consequences

This extension builds upon Document 1 (Dice), Document 3 (Resolution), Document 7 (Abilities), and Document 12 (Progression). It does not redefine core rules - it applies them to a new context.

The Core Mechanic

Crafting uses two separate rolls: Resolution and Quality.

First, you roll to see if you can complete the process at all. Then, if successful, you roll to see how well you did.

PhaseDieQuestion
Resolutiond20Can you complete the crafting process?
Qualityd12 poolWhat tier of item did you produce?

Resolution determines success or failure. Quality determines the tier of the result. These are always separate.

"Two questions, two rolls, two entirely separate probability spaces that I have calculated extensively in a treatise I seem to have misplaced. The point - and I did have one, give me a moment - ah yes! Completion and quality. Different axes."

Decimancer
DecimancerD10

Resolution Roll (Phase 1)

The first roll determines success or failure.

The Roll

d20 + (Crafter Stat - Recipe Target) + Skill Bonus + Modifiers >= 11
  • Crafter Stat: The relevant stat for this type of crafting
  • Recipe Target: The difficulty value specified in the recipe
  • Skill Bonus: From relevant crafting skill (per Doc 7)
  • Modifiers: From tools, workspace, circumstances

This uses standard TDGS resolution (Doc 3). The recipe target acts as the opposing force.

Results

OutcomeWhat Happens
Success (11+)Proceed to Quality roll
Failure (2-10)Crafting fails, partial materials lost
Critical Failure (1)Total failure, all materials lost, possible consequences

Natural 1 always fails critically. Natural 20 succeeds and grants +2d12 to quality pool.

"I once critically failed a potion and created something that technically still exists but also somehow doesn't. The cleanup took three weeks and a theologian."

Nyxara Tidelight
Nyxara TidelightD12

Quality Roll (Phase 2)

If you succeed at crafting, roll for quality tier.

Quality Tiers

TierRollEffect
Volatile1Functions but with drawback
Rough2Basic function only
Crude3Minor penalty
Simple4Standard, no modifiers
Functional5Reliable
Decent6Slightly above average
Sound7Solid quality
Fine8Minor bonus
Superior9Notable bonus
Exceptional10Significant bonus
Exquisite11Major bonus
Masterwork12Maximum bonus plus special property

The d12 maps directly to tiers. Roll a 7, get Sound quality.

"Twelve tiers on a d12! Each number has a home. Unlike some people I could mention who keep trying to make d7 tiers work."

His Rolliness the Sixth
His Rolliness the SixthD6

Skill and Quality Pool

Your crafting skill determines your quality pool size.

Base Quality Pool

Quality Pool = (Skill Level)d12, keep highest
Skill LevelQuality PoolExpected Tier
1 (Novice)1d12~6.5 (Decent)
22d12kh1~8.5 (Fine)
33d12kh1~9.5 (Superior)
44d12kh1~10 (Exceptional)
5 (Master)5d12kh1~10.5 (Exceptional-Exquisite)

Higher skill doesn't guarantee masterwork - but it makes poor results increasingly rare.

Design Note: The keep-highest mechanic means skill improvement primarily removes low results rather than guaranteeing high ones. A master can still roll poorly - it's just unlikely.

Quality Pool Modifiers

Several factors can add or remove dice from your quality pool.

Adding Dice

SourceBonusLimit
Natural 20 on Resolution+2d12-
Superior Materials+1 to +3d12Per recipe
Quality Tools+1 to +2d12Per tool type
Dedicated Workspace+1d12One
Extra Time (x2)+1d12One
Assistants+1d12 eachMax +3d12

Removing Dice (minimum 1d12)

CircumstancePenalty
Inferior Materials-1 to -3d12
Poor/Missing Tools-1 to -2d12
Rushed (1/2 time)-2d12
Hostile Environment-1d12

Quality pool cannot go below 1d12. If penalties would reduce it below 1, you simply roll 1d12.

"I once forged a blade using only a campfire and a rock as an anvil. The result was... technically a blade. Technically."

Hundröd the Uncountable
Hundröd the UncountableD100

Assistance

Others can help with crafting in two ways.

Skilled Assistance

An assistant with at least 1 rank in the relevant skill can contribute:

  • +1d12 to quality pool per assistant
  • Maximum +3d12 from assistants total
  • Assistant must be present for full crafting time

Unskilled Labor

Helpers without the skill can still assist:

  • Reduces crafting time by 10-25%
  • No quality pool bonus
  • Useful for batch crafting

Too many assistants create confusion. The +3d12 cap represents this limit.

Batch Crafting

Creating multiple items at once.

Batch Size by Recipe Target

Recipe TargetMax Batch Size
11-13 (Easy)10 items
14-16 (Moderate)5 items
17-19 (Difficult)3 items
20+ (Complex)1 item

Batch Rules

  • One Resolution roll for the entire batch
  • One Quality roll applies to all items
  • Materials required for all items in batch
  • Time is 150% of single item time for full batch

If Resolution fails, all materials for the batch are affected by failure rules.

"Efficiency through parallelization! You can forge ten horseshoes in not-much-more time than one, assuming they're all the same horseshoe and you don't mind them all being the same quality."

Tetrahex the Obscure
Tetrahex the ObscureD4

Failure and Consequences

What happens when crafting goes wrong.

Standard Failure (Roll 2-10)

  • Crafting does not complete
  • 50% of materials are lost/consumed
  • Remaining materials can be reused
  • No item produced

Critical Failure (Natural 1)

  • All materials are lost/destroyed
  • Possible damage to tools (GM discretion)
  • Possible collateral damage for dangerous recipes
  • No item produced
Important: Critical failures on volatile materials (alchemical compounds, unstable reagents) may cause explosions, toxic releases, or other hazards at GM discretion.

Recipe Structure

Each recipe defines what you can craft and how.

Recipe Components

ComponentDescription
NameWhat the recipe produces
SkillRequired crafting skill
StatStat used for Resolution (usually matches skill)
TargetRecipe difficulty (11-25+)
MaterialsRequired components
ToolsRequired equipment
TimeBase crafting duration
Quality EffectsWhat quality tiers mean for this item

Example Recipe

Recipe: Iron Longsword Skill: Smithing Stat: STR Target: 15 Materials: 3 iron ingots, 1 leather strip, fuel Tools: Forge, anvil, hammer Time: 4 hours Quality Effects: - Volatile (1): -1 damage, 50% break chance on critical miss - Rough (2): -1 damage - Crude (3): No modifier, poor appearance - Simple (4): Standard longsword - Functional (5): +0, reliable - Decent (6): +0, good balance - Sound (7): +1 damage or +1 to hit (choose) - Fine (8): +1 damage, +1 to hit - Superior (9): +2 damage, +1 to hit - Exceptional (10): +2 damage, +2 to hit - Exquisite (11): +3 damage, +2 to hit - Masterwork (12): +3 damage, +3 to hit, special property

Experience and Crafting

How crafting interacts with character progression.

Standard Crafting

No XP awarded. Crafting is production, not challenge. Using known recipes with available materials is work, not adventure.

When Crafting Awards XP

  • First successful craft of a new recipe: Small XP (discovery)
  • Creating something unprecedented: XP based on significance
  • Crafting under dramatic pressure: XP for the situation, not the craft

The GM determines when crafting contributes to story advancement worthy of experience.

"You don't get better at adventuring by making your fortieth health potion. You get better at adventuring by making that potion while the dungeon is flooding and something with too many teeth is swimming toward you."

Sir Critsalot
Sir CritsalotD20

Summary

ElementRule
Resolutiond20 + modifiers >= 11 (standard)
Quality(Skill)d12, keep highest = tier
Tiers12 tiers, 1 (Volatile) to 12 (Masterwork)
Pool BonusesMaterials, tools, time, assistants (max +3d12)
Pool PenaltiesPoor materials, missing tools, rushed (min 1d12)
Critical SuccessNat 20: auto-succeed, +2d12 quality
Failure50% materials lost
Critical FailureNat 1: all materials lost, possible consequences
Batch CraftingBy recipe target, one roll for all
XPNone for standard crafting

Status

Status: Canonical

This extension builds on core TDGS rules. It does not redefine them.

Core documents referenced: Document 1, Document 3, Document 7, Document 12