>From: "Brad Thompson" <[EMAIL PROTECTED]>
>Based on my analysis of the Craft rules, they seem to exist to support two
>basic game design goals:
>
>1) It is easier to buy things than make them
>2) It is possible to make things you can't buy
>

<snip>

>I guess what I would like to see is a set of rules that allow the Repair
>skill to be integrated with Craft skills to allow for salvaged equipment to
>be used in the creation of new devices.  This would greatly shorten the 
>time
>it takes to build a complex device, bringing it back into the realm of
>possibility for an enterprising character.  Maybe I'll make that my next 
>d20
>project...
>

On a similar note, Brad, I have been developing a system based around a 
Tinker or Inventor class that could eventually be suitable for any genre. 
Right now it's very Renaissance-Archaictech but it could go in another 
direction if the right eye were to approach it.

Sedge

io Spam, jail Shub-niggurath

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