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.
| Phase | Die | Question |
|---|---|---|
| Resolution | d20 | Can you complete the crafting process? |
| Quality | d12 pool | What 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."
Resolution Roll (Phase 1)
The first roll determines success or failure.
The Roll
- 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
| Outcome | What 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."
Quality Roll (Phase 2)
If you succeed at crafting, roll for quality tier.
Quality Tiers
| Tier | Roll | Effect |
|---|---|---|
| Volatile | 1 | Functions but with drawback |
| Rough | 2 | Basic function only |
| Crude | 3 | Minor penalty |
| Simple | 4 | Standard, no modifiers |
| Functional | 5 | Reliable |
| Decent | 6 | Slightly above average |
| Sound | 7 | Solid quality |
| Fine | 8 | Minor bonus |
| Superior | 9 | Notable bonus |
| Exceptional | 10 | Significant bonus |
| Exquisite | 11 | Major bonus |
| Masterwork | 12 | Maximum 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."
Skill and Quality Pool
Your crafting skill determines your quality pool size.
Base Quality Pool
| Skill Level | Quality Pool | Expected Tier |
|---|---|---|
| 1 (Novice) | 1d12 | ~6.5 (Decent) |
| 2 | 2d12kh1 | ~8.5 (Fine) |
| 3 | 3d12kh1 | ~9.5 (Superior) |
| 4 | 4d12kh1 | ~10 (Exceptional) |
| 5 (Master) | 5d12kh1 | ~10.5 (Exceptional-Exquisite) |
Higher skill doesn't guarantee masterwork - but it makes poor results increasingly rare.
Quality Pool Modifiers
Several factors can add or remove dice from your quality pool.
Adding Dice
| Source | Bonus | Limit |
|---|---|---|
| Natural 20 on Resolution | +2d12 | - |
| Superior Materials | +1 to +3d12 | Per recipe |
| Quality Tools | +1 to +2d12 | Per tool type |
| Dedicated Workspace | +1d12 | One |
| Extra Time (x2) | +1d12 | One |
| Assistants | +1d12 each | Max +3d12 |
Removing Dice (minimum 1d12)
| Circumstance | Penalty |
|---|---|
| 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."
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 Target | Max 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."
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
Recipe Structure
Each recipe defines what you can craft and how.
Recipe Components
| Component | Description |
|---|---|
| Name | What the recipe produces |
| Skill | Required crafting skill |
| Stat | Stat used for Resolution (usually matches skill) |
| Target | Recipe difficulty (11-25+) |
| Materials | Required components |
| Tools | Required equipment |
| Time | Base crafting duration |
| Quality Effects | What quality tiers mean for this item |
Example Recipe
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."
Summary
| Element | Rule |
|---|---|
| Resolution | d20 + modifiers >= 11 (standard) |
| Quality | (Skill)d12, keep highest = tier |
| Tiers | 12 tiers, 1 (Volatile) to 12 (Masterwork) |
| Pool Bonuses | Materials, tools, time, assistants (max +3d12) |
| Pool Penalties | Poor materials, missing tools, rushed (min 1d12) |
| Critical Success | Nat 20: auto-succeed, +2d12 quality |
| Failure | 50% materials lost |
| Critical Failure | Nat 1: all materials lost, possible consequences |
| Batch Crafting | By recipe target, one roll for all |
| XP | None for standard crafting |
Status
This extension builds on core TDGS rules. It does not redefine them.
Core documents referenced: Document 1, Document 3, Document 7, Document 12