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variant skill list (45+ -> 24)
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<blockquote data-quote="evilbob" data-source="post: 3952816" data-attributes="member: 9789"><p>Another idea on craft:</p><p></p><p>Craft (Int)</p><p>Special: The Craft skill allows you to create any type of item. The more complicated the item, the higher the DC will be. These generally fall into three categories:</p><p>• Mundane: Simple trade items, tools, weapons, and light armors. Examples include clothing, leather armor, morning stars, healing kits, or thieves' tools.</p><p>• Advanced: Complex items, tools, weapons, and medium armors. Examples include poisons, sunrods, longswords, chainmail, or some forms of artistic expression.</p><p>• Exotic: Anything especially unusual or complex in nature, or exotic weapons and heavy armor. Examples include steam engines, construct bodies, sculptures, houses, bastard swords, or full plate.</p><p>The DCs for mundane crafting checks can generally be described as: simple or ordinary - DC 10; moderately difficult or masterwork - DC 15; complex - DC 20; advanced - DC 25. Advanced crafting raises these DCs by 5. Exotic check DCs are 5 higher than advanced. However, all of these are only typical DCs and individual items may vary in DC based on the DM’s discretion. The DM determines which items fall into which categories. Special tools or equipment (for example: an alchemist’s lab, a forge, or a paintbrush) may be also required for certain checks. Forgery checks may be made using advanced crafting. (See existing rules for how long it takes to craft items. You can take 10 on craft checks, but not 20.)</p><p></p><p></p><p>The upside to this is that there are no wonky side effects: it's just a straight check, and the harder the item, the harder it gets. Very complex stuff takes very high rolls, but you can take 10 and you can always try again if you want to risk a roll. It's possible to make an exotic weapon as a level 2 character - just not likely. At level 15, though, it's easy enough to take 10 and guarentee a success. Another good - and bad - thing is that the whole thing is squishy enough to handle any situation: the entire rule is basically "use rule 0." Again, this is both nice and a bit annoying.</p><p></p><p>The downside to this is that I just took all of craft and made it 1 skill. That's a positive thing, too, but it just pretty much took everything you'd ever make (ever!) and made it one skill. That's... a lot. Believability is no longer even a question: it's defenestrated. Is the simpleness worth it?</p></blockquote><p></p>
[QUOTE="evilbob, post: 3952816, member: 9789"] Another idea on craft: Craft (Int) Special: The Craft skill allows you to create any type of item. The more complicated the item, the higher the DC will be. These generally fall into three categories: • Mundane: Simple trade items, tools, weapons, and light armors. Examples include clothing, leather armor, morning stars, healing kits, or thieves' tools. • Advanced: Complex items, tools, weapons, and medium armors. Examples include poisons, sunrods, longswords, chainmail, or some forms of artistic expression. • Exotic: Anything especially unusual or complex in nature, or exotic weapons and heavy armor. Examples include steam engines, construct bodies, sculptures, houses, bastard swords, or full plate. The DCs for mundane crafting checks can generally be described as: simple or ordinary - DC 10; moderately difficult or masterwork - DC 15; complex - DC 20; advanced - DC 25. Advanced crafting raises these DCs by 5. Exotic check DCs are 5 higher than advanced. However, all of these are only typical DCs and individual items may vary in DC based on the DM’s discretion. The DM determines which items fall into which categories. Special tools or equipment (for example: an alchemist’s lab, a forge, or a paintbrush) may be also required for certain checks. Forgery checks may be made using advanced crafting. (See existing rules for how long it takes to craft items. You can take 10 on craft checks, but not 20.) The upside to this is that there are no wonky side effects: it's just a straight check, and the harder the item, the harder it gets. Very complex stuff takes very high rolls, but you can take 10 and you can always try again if you want to risk a roll. It's possible to make an exotic weapon as a level 2 character - just not likely. At level 15, though, it's easy enough to take 10 and guarentee a success. Another good - and bad - thing is that the whole thing is squishy enough to handle any situation: the entire rule is basically "use rule 0." Again, this is both nice and a bit annoying. The downside to this is that I just took all of craft and made it 1 skill. That's a positive thing, too, but it just pretty much took everything you'd ever make (ever!) and made it one skill. That's... a lot. Believability is no longer even a question: it's defenestrated. Is the simpleness worth it? [/QUOTE]
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