Home Creators Posts Import Register Favorites Logout

Poll

Artificing and Dwarf Fortress/Minecraft Rules

  • I am not interested/don’t care about refinement, ingredients, and detailed crafting 0
  • I want simpler refinement and ingredients: 10 materials only 9
  • I want complicated refinement and ingredients: Lime and/or different metal ores 7
  • 2026-04-14
  • 16 votes
{'title': 'Artificing and Dwarf Fortress/Minecraft Rules', 'choices': [{'text': 'I am not interested/don’t care about refinement, ingredients, and detailed crafting', 'votes': 0}, {'text': 'I want simpler refinement and ingredients: 10 materials only', 'votes': 9}, {'text': 'I want complicated refinement and ingredients: Lime and/or different metal ores', 'votes': 7}], 'closes_at': None, 'created_at': datetime.datetime(2026, 4, 14, 22, 49, 44, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 16}

Content

For the past several weeks I’ve been working on the Artificer sphere, the Vocation sphere, and how the very concept of creation should work. While that is only two spheres, the decisions made here have lasting impact for Alchemy, Tinker, Trap, and Survival, so getting the details right is important.

I find myself at a bit of a crossroads I would like your opinion on. It is a concept I’m referring to, for lack of a better term, as ‘The Dwarf Fortress Rules’, or ‘The Minecraft Rules’, and if you could please read this all the way to the end, I would love your input on them.

Primary Crafting Rules

In accordance with the ‘three levels detail’ philosophy, gaining equipment exists in three levels: purchasing it, crafting it, and ‘Dwarf Fortress/Minecraft Rules’. 

Purchasing is self-explanatory: you pay market rates, you get the thing. As for crafting it, the rules we’re working with are a simplified version of Pathfinder’s: You buy supplies worth 1/3rd the item’s market price, you spend time (usually between a day or a week) working on it, and then you create it. 

If all you want to do is use these rules, you can purchase materials from any market and make whatever you want. But what if there isn’t a market? What if you want to turn the hide from a recent monster kill into a suit of leather armor, or you personally dug some mythril ore out of a mine and want to turn it into a sword? If you wanted to run a game where the players are literally dropped in the middle of the wilderness and have to build their own fort to survive, what does the process of making equipment look like, and how intricate should it be?

Dwarf Fortress/Minecraft Rules

The heart of the rules we’re currently working with is this: The ‘supply 1/3rd market value in raw materials’ rule is actually divided in two. Half of it is the value of unprocessed materials, the other half is the cost of processing. 

For example, if you needed to supply 100 gp of iron to make an item, you could buy 100 gp of iron from a market, or you could dig up 50 gp of iron ore, then spend 50 gp having someone smelt it. Thus, if you can supply raw ore you only need to pay 1/6th the item’s cost, and if you can smelt it yourself, the cost drops down to 0.

(while we’re discussing basic crafting, for what its worth we’re approaching magic item creation in a similar fashion. An enchantment’s ‘market value’ is comprised of 4 parts: 25% magical components, 25% gems and precious metals, 25% crafter’s fee, and 25% fee for supplying the required magic spells. Thus, if you know how to craft, can supply the required magics, and have harvested the correct components from magical monsters, you could craft magic items for 25% of the market rate, needing only the precious materials component to make it.)

The question we’re dealing with, then, is how far is too far when it comes to creating rules for how materials are processed. 

Refining

While traps, food, inventions, and alchemy are governed by their own spheres, for the purposes of everything else, all equipment is divided into 7 categories governing 10 materials: 

·        Blacksmith tools govern metal

·        Tailor’s tools govern leather and cloth

·        Carpentry tools govern wood

·        Masonry tools govern clay and stone

·        Glassblowing Tools governs glass

·        Scribe’s Tools govern writing/visual art

·        And finally, Etching Tools governs work with bone and gemstones (such as for jewelry), and any other tiny, intricate craftsmanship of any material.

Some of these items have a pretty straight-forward refining process: wood, for example, has no ‘refining process’ that isn’t already covered by carpentry tools. While it takes time to divide a log into usable boards and having big machines like a lumber mill makes it easier, there is no skill, secret knowledge, or anything else in the way; if you can use carpentry tools, you can refine wood.

Leather is more complicated, but not so much so. Tanning requires knowledge of how to use salt, acids, and other processes to turn a hide into leather. Especially if you want to be tanning dragon hides or other mythic materials, it makes sense for there to be a talent involved somewhere.

Other materials, however, are when things get more complicated. If we’re going for realism, glass isn’t just made from sand, it was anciently made from mixing fine sand with lime in a furnace. Mortar (for building with bricks and stone) is made from cement, which if you’re looking at ancient techniques, was made from mixing lime and ash. Even steel was made not just from iron ore, but also involves processes that could include lime.

What Resources Exist

So, should Lime be an ingredient? If a GM wants to map out where resources are and how much is there for players who want to scavenge their own materials, should Lime be one of those resources? 

There’s a lot of implications to that; suddenly if you need 100 gp of metal to make an item, now you’re not just tracking 50 gp of ore and 50 gp to refine it, you’re tracking 25 gp of ore, 25 gp of lime, and 50 gp to refine it, or should it be 50 gp of ore, 25 gp of lime and 25 gp ‘smelter’s fee’?

Cement

In the simplified rules, if you are building a building out of stone or brick, you need 1/3rd the building’s ‘market value’ in stone or brick to build it. If lime is an ingredient, though, then we can include cement (which can be made from lime), which is necessary for building out of either brick or stone. 

Suddenly we can have concrete (cement + gravel) as a building material. On the other hand, building becomes more complicated: if you want to build out of, say, brick, suddenly you need clay to refine into bricks and lime to refine into cement, and building gets more complicated: if you need 100 gp of raw material to build a structure, do you need 50 gp of brick (25 gp of clay, 25 gp refinement) and 50 gp of cement (25 pg lime, 25 gp refinement)? That would mean we’re taking 1/3rd the building’s market price and turning it into 1/6th brick and 1/6th mortar, or 1/12th clay, 1/12th lime, and 1/6th refining each. That’s potentially a lot of math and ingredient-keeping.

Metallurgy

In a similar vein to lime, what about different metal ores? We divided armors into eras (ancient, bronze, iron, medieval, renaissance), should we do the same for weapons, have separate options for bronze swords vs iron swords vs steel? Or perhaps special material rules for making weapons and armor out of copper, bronze, or wrought iron like we do mythril and adamantine?

Point of Abstraction

Obviously we cannot recreate the entire real world of metallurgy in the game; a point of abstraction must be made. But where should it be? At what point is it all too complicated for even the Minecraft/Dwarf Fortress crew?

Option 1, we could try and keep it simpler, and say we have 10 materials (metal, leather, cloth, wood, clay, stone, glass, writing, bone, gemstones), and each one (except bone) has a raw version and a refined version.

Option 2, we could include rules for making equipment with copper, bronze, iron, and steel, and include the ingredient lime as an ingredient for making cement, glass, and steel, and write up a lot more words and math to deal with it.

What do you think? Discussion appreciated in the comments or discord, and Ive attached a poll.

Comments

Ovuca

Complicated could be interesting, but it probably just would bog things down even for the players that enjoy the survivalcraft process. The biggest question for me is what would this actually add? If you're doing a total survival craft game, starting from scratch, it's just another item on the check list, and not particularly interesting to get, just "I mine the iron and lime" instead of "I mine the iron." Of course the GM can add obstacles to make it more interesting, but it's just inherently mundane, and doesn't force players to make any decisions.

Ovuca

Typing in a new comment since mobile won't let me new line, sorry for bad formatting. For that reason I did vote 10 mats only, but I think you could make it more complicated and more interesting at the same time, and just ignore the realism aspect. Realism is cool and all, but I don't really think it adds anything to the player experience, at least I don't get anything from it. Something that would interest me more, would be a more tiered resource system, so your mundane materials would stay simple, iron you just smelt ore, glass you just smelt sand, no need to worry about sub components, then you could have higher tiers of ores that requires special sub components to refine, such as needing wyvern blood to quench iron turning it into adamantite, or glass and some rare flower extract to create mythril. Something like that that adds complexity and also forces players to actually create answers to problems. How are we going to hunt a wyvern? Are these evil beasts that deserve slaying, or would the vegan paladin on our team demand we capture it and bloodlett it non-lethaly? Maybe you just buy it from a rare goods market, and refine the rest of the item yourself to still save money over buying the item pre crafted. I think if you changed it to something like that it could be something unique and interesting, and worth dealing with the added complexity even for the players that normally don't care for survival craft as it forces an adventure to the crafting process.

Ovuca

Final note, In regards to the item pricing it would probably make the most since to have the sub item subtract itself from the main items raw requirement to make the math easy when players are fully self sufficient and not using any services. So a 100 gp craft would still be 50 gp mats 50 gp refine service or w/e and the 50 gp of raw mats is split for whatever ratio the refinement needs.

Nicolas

I agree with Ovuca’s points, especially as they concern making interesting decisions possible with crafting. Another few things that could be nice to accent that is if there were some sense of difference depending on what you are trying to craft so it’s not just the same steps and record keeping in excel for the mechanic. I feel like a lot of RPGs it’s just that for the crafter. I’d like to see the impacts of the crafting matter and also have fun doing the crafting personally

Darth Bayes

The list of materials is very real-world and not very fantasy. You're missing magical crafting methods like living wood shaping, wraithbone, ectoplasm, and Mi-go. I don't think this covers technology in general. You're missing liquids and gels (may be alchemy), rubber (it's just tree sap + heat + magic), non-leather hide like scales, non-woody plant matter, and corpses of magical creatures other than bone and leather. I think you might have approached this from the materials side, and I think approaching it from the tools side (what _are_ masonry tools? What do you use a chisel on and for, and why?). For example, you'd use alchemy and molds to make things with concrete, not masonry tools. A lot of visual art is in stone, or wood. Paint is probably alchemy? Wood does have etching-level processing required for things like pegs, and any item with an artistic flair. Metal screws and brackets. It also often needs alchical treatment to not rot outside or in humid conditions, or to resist bugs. A lot of wood constructions also need glue, and have paint, or at least a wood stain. Chairs usually involve leather or another fabric.

Darth Bayes

The taller you make the dependency chain, using simple 50%-labor guidelines, the more of the cost of construction becomes labor, and the cheaper you can get an item if you have all of the necessary skills. If time is linked to cost, it won't even take that much longer. That might be fine, but it might also mean that the most complex items (with the deepest processing chain) could wind up the cheapest, which seems a bit weird. But overall, while I 100% love and want crafting rules to exist, in an RPG crafting is (a) allowing you to get rare or unusual gear you want, or allowing you to use rare and unusual gear in the first place (e.g. Battlefield Tinker's mechashift weapons, guns, hippogriff barding), (b) populating downtime and passive income rules, and (c) allowing spending character resources (feats) in exchange for more gear/WBL. None of those purposes require a sophisticated crafting system, and some are in fact harmed by it--if the rules are too specific and complex, you can't make an unusual thing if the rules don't cover it, you might avoid using crafting for downtime if the rules are too complex and if using the simpler rules makes you take an income hit over optimizing the complex ones, and the feats-for-WBL tradeoff easily turns into 'how can I abuse this system for more money', which turns GMs off it. (To be clear, I love crafting, take item creation feats on most characters, and do like complex (working) rules, but I also like to abuse them and I'm not sure how much this would add.)

Thorbjørn Steen

I'm voting for 10 materials only. Going with complicated when we are trying to make a (semi-)universal system simply opens up to questions about other aspects that have been simplified. Why are goods always 1/3 refined materials and 2/3 work and refined materials 1/2 raw materials and 1/2 work? Are there goods that require more than two ingredient steps? Is wood cheaper in a forest region and more expensive in a desert region? Acknowledging that we can't answer all the questions and just going simple I think is the best way to go about. What I would like is a system that is capable of expansion. So if someone were to house rule more complicated metal refinement and jewelry crafting for their Dwarven Mine campaign, the system would allow that to be plugged in, using pre-established mechanics. It might be as simple as having a universal vocabulary/system for refinement, crafting and magical crafting. They each simply plug separate elements into the system (refined materials being 50% Material (raw) and 50% Work requiring tool A, while goods require 1/3 Material (refined) and 2/3 Work and tool B, and magical crafting requires 1/4 Material (gems), 1/4 Material (arcane), 1/4 Work (craftsman) and 1/4 Work (arcanist) ). Opening for other or more specific combinations in house rules or third party materials. If one of the materials for magic would actually technically be a good, we could also already have introduced the concept of longer dependency chains (raw -> good -> magical).