PDA

View Full Version : Resource cost for Skill tools?


Astros
06-18-2004, 05:58 PM
Resource cost:9 - skill tool kit.

Does this mean that a character must purchase a skill tool kit for EACH skill they have that has a listing of "Tools: Yes" ? If so, not only is 9 RP's a heck of alot for some of the tools required, but also means that characters are at double obstacle penalty for skills they are trained in. Doesnt seem to make sense if it is that way.

Kublai
06-18-2004, 06:05 PM
I feel the same way as you do. Lately, I began to interpret Tool Kit resource costs to include kits for ALL skills that I need them for. After all, if 5 points of Arms will buy a weapon for every combat skill I have, it only makes sense that one Tool purchase covers all the tool-requiring skills.

luke
06-18-2004, 10:27 PM
As always, you are free to modify rules as you see fit. It's your game now.

However, tossing years of research out the window is ill advised. A craftsman's tools were inordinately expensive during the medieval period the Character Burner represents. They were hand made and often passed down from generation to generation.

There was no place to "go buy a set." While swords were expensive, tools were more so.

If I were to modify anything, I'd allow characters who end their pre-game career on a path that gives skills that require tools to purchase said tools at a discount. Perhaps half off.

Otherwise, consider that we often have skills but not the means to use them. Acquiring and borrowing tools, should the characters in-game suddenly need them, might become part of the game.

-L

Astros
06-20-2004, 10:17 PM
I understand your point, and agree. But at the same time I think 9 is quite high. In a breif glance 7/10 skills require tools of some sort, and most skills a character has requires the same kinds of tools. Maybe the description of the tools needs to be expanded, or the skill tool kit needs some sub categories.

Mad Hatter
06-21-2004, 10:02 AM
I fall on abzu's side of things here. Think about the tools you need to be a blacksmith, to use an example from my campaign. One hammer and an anvil isn't going to cut it. The blacksmith needs a myriad of tongs, hammers, buckets, and other specialized tools that are made only for the highly skilled work this character does. This is not cheap, nor is it particularly mobile (although you could probably set it up in a wagon if you needed to move it around). This is what the 9-point cost represents.

eruditus
06-21-2004, 10:56 AM
I agree. i think part of the idea here also is that most people are not going to have many "tool using" skills due to the high front end. You did not see many tanners and apothecaries who were also blacksmiths. you had to really be committed to do a certain business due to the high initial costs of operation. Although I would assume that this is a lot of equipment and often would not be particularly portable.

As mentioned this is fantastic adventure fodder. Starting the game the local balcksmith's shop burns down. The Alchemist comes into town and tells the poor man that a trip deep into the God's Teeth will lead him to attain an ancient anvil that was used by demigods to forge weapons for cataclysmic conflicts.