>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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