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# TDGS CRAFTING - AI REFERENCE

Extension | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - EXTENSION # Title: Crafting System # Version: 1.0 # Purpose: AI-readable specification for crafting items from recipes # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ Extension defining rules for crafting items from recipes in TDGS. 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 BUILDS ON: - Document 1: Dice - Document 3: Resolution - Document 7: Abilities - Document 12: Progression DOES NOT REDEFINE CORE RULES. ================================================================================ THE CORE MECHANIC ================================================================================ Crafting uses two separate rolls: Resolution and Quality. First, roll to see if you can complete the process at all. Then, if successful, 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. ================================================================================ RESOLUTION ROLL (PHASE 1) ================================================================================ THE ROLL: d20 + (Crafter Stat - Recipe Target) + Skill Bonus + Modifiers >= 11 TERMS: - 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 Fail (1) | Total failure, all materials lost, consequences Natural 1 always fails critically. Natural 20 succeeds and grants +2d12 to quality pool. ================================================================================ 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. ================================================================================ SKILL AND QUALITY POOL ================================================================================ Your crafting skill determines your quality pool size. BASE QUALITY POOL: Quality Pool = (Skill Level)d12, keep highest 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+) 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: 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. ================================================================================ 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. ================================================================================ 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: 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 ================================================================================ 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. ================================================================================ 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 ================================================================================ KEY CONSTANTS ================================================================================ QUALITY_TIERS = 12 MIN_QUALITY_POOL = 1 MAX_ASSISTANT_BONUS = 3 // +3d12 max from assistants NAT_20_QUALITY_BONUS = 2 // +2d12 on natural 20 FAILURE_MATERIAL_LOSS = 0.5 // 50% on standard failure CRITICAL_FAILURE_LOSS = 1.0 // 100% on critical failure BATCH_TIME_MULTIPLIER = 1.5 // 150% time for batch BATCH_SIZE_LIMITS: Easy (11-13): 10 Moderate (14-16): 5 Difficult (17-19): 3 Complex (20+): 1 ================================================================================ CROSS-REFERENCES ================================================================================ Document 1: Dice - Die types and notation - Pool mechanics (keep highest) Document 3: Resolution - Standard resolution (d20 + stat diff >= 11) - Success/failure thresholds Document 7: Abilities - Skill system - Skill levels and bonuses Document 12: Progression - XP awards - When challenges grant XP ================================================================================ EXTENSION STATUS ================================================================================ STATUS: Canonical VERSION: 1.0 This extension builds on core TDGS rules. It does not redefine them. ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/crafting AI-optimized: https://tacticaldice.com/docs/tdgs/craftingforai ================================================================================ END OF DOCUMENT ================================================================================

## CORE DISTINCTION SUMMARY

PhaseDiePurpose
Resolutiond20Can you complete the crafting?
Quality(Skill)d12khWhat tier did you produce?

## QUALITY TIERS

RollTierEffect
1VolatileFunctions with drawback
2-3Rough/CrudePenalty or basic only
4-6Simple/Functional/DecentStandard to slightly above
7-9Sound/Fine/SuperiorMinor to notable bonus
10-11Exceptional/ExquisiteSignificant to major bonus
12MasterworkMax bonus + special property

## POOL MODIFIERS

SourceEffectLimit
Natural 20+2d12-
Superior Materials+1 to +3d12Per recipe
Quality Tools+1 to +2d12Per type
Assistants+1d12 eachMax +3d12
Rushed-2d12Min 1d12

## KEY RULES

RuleValue
Resolution Target>= 11
Quality Pool(Skill Level)d12, keep highest
Minimum Pool1d12
Standard Failure Loss50% materials
Critical Failure Loss100% materials
Batch Time150% of single item
Standard Crafting XPNone