[PnP] Gems

Albert Sales drite_mi at yahoo.com
Wed Mar 24 00:37:17 CET 2004


  Quality level adjustments that I've used are as follows:
     1- No factor can be improved by more than (EL as Jeweler)/10 rd
     2-One attempt can be made per stone at the time it is cut (into a jewel)
              Any attempts on an already cut jewel reduce it one size category.
              Adjusting Clarity reduces the gem by 1 size category.
     3-Difficulty falls into 2 categories: Starting Quality and Improvement.
              Each category adds one to the factor (see example)
              Both factors are added together for the job.
     4-The difficulty is based on the factor (above). Failure destroys the stone. Partial success reduces the size category by one, and adds flaws (1 shift).
 
Factor           2         3-4          5-6             7 or more (Add (Factor - 8) to roll)
Difficulty Moderate  Difficult  Very Difficult                  Impossible
-5 level is 1 factor, -2 level is 2 factor, 0 level is 3 factor, +2 level is 4 factor, +5 level is 5 factor.
 
Example: An EL 40 jeweler has a medium slightly flawed average clarity gem. At the time of cutting, the clarity can be improved only is the jeweler is willing to sacrifice size (not worth it). S/he decides to reduce flaws (starts at second category, base factor is 2), and wishes to improve it to Nearly Flawless (fourth step, factor +4). In this attempt, the difficulty is very difficult, roll of EL/3 (14%) is needed.Good luck.
(With the option I've applied to skills at times, the current quality of the stone is subtracted from WP on each attempt. Any negative result damages the stone.)
 
   Consulting a jeweler will show you that if a stone is flawed, the effort to improve its quality usually wastes time and money. 
 
   This would allow a Magician to improve large gems to make them enchantable, but any mistake would cost them. However, a good magician will often have ELs of 60-80 in jeweler, so the risk is much smaller. 

Sylverrs_ dragon <abnaric at hotmail.com> wrote:
That is workable. Can also add option to jeweler whereby he can attempt to 
improve a gem's qualtiy levels. Success yields increase. Failure yields 
garbage. Partial success leaves as is and eliminates chance of improvement 
forever.
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