...Are people absolutely sure that the Lunars splat was the worst-written one of the lot?
Lunars and Sidereals both have some rough spots.
So I just had an idea for a Solar Charm that is embarassingly obvious and now quite relevant to me. The main reason I think nobody made one like it, is that a lot of homebrew exists to skip the craft system instead of interacting with it. The other part is that from a mechanics standpoint, the idea of Perfect Equipment Bonus leaves a bad taste in everyone's mouth.
So with that in mind, I want to say this charm (and mini-essay) is about the craft side, not the end-result bonus. If you don't want tools to have +3 dice or the fiddly +1s you can add to weapons/armor, awesome. That's been discussed to death. I'm not discussing what the bonuses are other than how they improve Resource Value.
For reference, stripped down, this is how mundane crafting works:
A dramatic action rolling [lowest of (int/per+dex) + Craft]
Mundane items have a Difficulty equal to their Resources Cost
You cannot create items with a Resources Value higher than your [Craft+Specialtiy]. I believe this phrase is important because it caps your quality at your traits, even if you Roll Better.
You need raw materials and labor where applicable equal to its Difficulty -1, with logical exceptions
Ex. painting supplies are usually res 1, but metalworking materials are [Difficulty -1].
The interval of this dramatic action is [Difficulty] hours, days, weeks, months or years based on what it is.
Ex. A small Resources 1 trinket can be done in an hour, but a house or large construction project could take weeks or months.
So you roll your craft pool at Difficulty. If you roll 0 threshold success, you succeed but wtih no artful flourishes and workmanship bonuses.
If you roll less than required Difficulty, you reduce the final value of the intented project by 1 per success missed. Ergo 1 success on an attempted Resources 4 work ends up being worth Resources 1.
If no such item exists at a reduced resource rating (like there's no such thing as a Resources 3 Estate), the project fails completely.
From here we get to the interesting part that leads into my Charm- what you get from threshold successes and Quality of Goods.
So having read and re-read this section, I wonder if there's an extra layer of mechanical complexity I had not considered; This is on paragraph 2 of page 134, on the lefthand side.
What I think these rules are saying, is that either the threshold successes required for workmanship bonuses vary depending on the item's final Resources rating, or that the listed thresholds are 'flat' goals you must achieve over Difficulty.
Usecase A
If threshold is 0 to [Difficulty], you do not get a workmanship bonus.
If threshold is [Difficulty+1 or +2], you get the Fine workmanship bonus
If threshold is 5+, you get the Exceptional bonus
Usecase B
If Threshold is 0-2, you do not get a workmanship bonus
If threshold is 3-4, you get the Fine workmanship bonus
If threshold is 5, you get the Exceptional workmanship bonus
Having listed it out, I think Usecase B is what they intended, but I'd rather list out my thoughts for thread discussion.
Anyway- so for the purposes of Crafting, Fine is 'Preferential on sale but not improved in value'. Exceptional is +1 Resource Value, so a Resources 2 item becomes Resources 3.
The advantage as described in this system is that you are allowed to Aim Low or Aim High; someone can choose to make an Exceptional item flat out at the appropriate difficulty, and get the requisite bonus. Or they can choose to for a lower difficulty, resource cost AND interval, attempt to earn a high threshold on a 'basic' project.
Finally we get to Perfect Goods, which are actually and explicitly a separate decision made before construction begins. All Perfect goods cost +2 Resources to a maximum of 5 and add +2 to the difficulty. This means say,a 'Perfect' Resources 5 project would be Difficulty 7 to craft! This also includes the interval!
This leads me to my actual Charm:
Limitless Masterwork Technique
Cost: -
Minimums: Craft 4, Essence 2
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Any Craft Excellency
The Solar Exalted are craftsmen without compare, genius in every chiseled facet or artful brushstroke.
This Charm Permanently enhances the Solar. If she attains a threshold of seven successes when crafting a mundane object or structure, she may spend five motes. If she does, her creation gains the Perfect workmanship bonus. Such creations have an unmistakable glow, lustre or crafted quality that sets them apart from each other as an Obvious effect, and those sensitive to Essence can determine that a Solar crafted it.
At Essence 3, this Charm automatically upgrades. One mote and a threshold of 5 will confer perfect workmanship, while a five motes at threshold of 7 allows the Solar to imbue her work with a suitable enchantment as if it were a talisman or other work of thaumaturgy. By default, the Exalt may improvise a suitable enchantment along Solar themes such as a warding against creatures of darkness, or strenthening an object or structure against her own Anima. Such feats can equal third-degree thaumaturgy. If already she knows a suitable Procedure, she may apply that instead with a Threshold equal to her [Occult] rating.
Analysis: Why did I do it this way?
The answer to that is two-fold; one is that I actually have over the years written more than a few Charms that are just 'You now craft 1 rank higher on the quality scale', and I'm sure other people have too. 2e Alchemicals has such a Charm/submod as well that just flatly goes 'things you make are now +1 Better, up to Perfect'.
In hindsight, I realized this was kind of janky design and made an end-run around the Craft System. Now the
mundane craft rules are generally reviled or ignored and I don't blame people for that, but it's still a worthy thing to understand WHY.
So in the case of this Charm, I wanted to make a statement- that as a Solar you wanted to still cultivate a Big Success Pool for crafting, which ties into the idea of 'this charm triggers on high thresholds'. It also makes it so you want to 'aim low' anyway, meaning the high thresholds are easy to get. You can aim for a Resources 1 dagger and get 7 threshold for a perfect stabbing tool with a neat enchantment.
I also recently have been devising more ways to weave thaumaturgy into the Solar and general Exalted charmset. Charms should almost always be Better than Thaumaturgy,yes, but the idea is too useful to ignore/saves wordcount when you can point at Thaumaturgy and go 'You can do that too'. I made sure to incentivize the idea of learning more thaumaturgy too.
Like, the ideal goal is that these 'thaumaturgy-OK' charms should be used to get people interested in diversifying.
Now- one of the issues of thaum which is for a separate discussion is that it's frustratingly hard to learn for PCs and there's poor conveyance for how you're 'supposed' to use it. Which is 'Hire educated mortals'.
It doesn't help that most of the things you use thamaturgy for don't jive well with the 'high action' games that are common in the fandom.