Herzog
Adventurer
Short: these rules allow crafting to replace cost, within limits, and without stepping too far away from the original rules.
Intro:
I've been thinking about the craft rules a lot, mostly because I play an artificer that wants to craft magic items, and in most cases also wants to Craft the base items needed for his magic items.
The gigantic difference between mundane crafting and magic item crafting becomes really obvious when you realise you have to spent about 8 months crafting your armor, only to add a magic bonus in one day. Until, of course, you get access to Fabricate, in which case you can craft an armor in one second instead of 8 months.
Then there is the rediculous notion that items take longer to craft if the price is higher, even if the price of the item is largely in the materials (gold cannonball?), and the fact that items with a higher DC can be crafted faster than items with a low DC!
So, I tried to come up with something that is not too complicated, but allows for some flexibility, and most of all, allows the craft skill to be used for what it was meant to do (IMO): allow characters to put some imagination and personal touch to their equipment, or build something themselves when the item is not available due to limited availability of actual craftsmen.
Enough introduction. My (simple) set of craft rules, for your merciless comments
Edit: please people, I'd appreciate some comments, be they 'yes!', 'no way!' or 'meh'. Anything to get a feeling for where i'm standing with these rules before I try to introduce them as DM and/or try to convince my DM to use them.
Intro:
I've been thinking about the craft rules a lot, mostly because I play an artificer that wants to craft magic items, and in most cases also wants to Craft the base items needed for his magic items.
The gigantic difference between mundane crafting and magic item crafting becomes really obvious when you realise you have to spent about 8 months crafting your armor, only to add a magic bonus in one day. Until, of course, you get access to Fabricate, in which case you can craft an armor in one second instead of 8 months.
Then there is the rediculous notion that items take longer to craft if the price is higher, even if the price of the item is largely in the materials (gold cannonball?), and the fact that items with a higher DC can be crafted faster than items with a low DC!
So, I tried to come up with something that is not too complicated, but allows for some flexibility, and most of all, allows the craft skill to be used for what it was meant to do (IMO): allow characters to put some imagination and personal touch to their equipment, or build something themselves when the item is not available due to limited availability of actual craftsmen.
Enough introduction. My (simple) set of craft rules, for your merciless comments
minimum crafting time: 1 day per item DC (includes masterwork DC increment, see below) Edit: is this too high?
minimum cost: 1/3 marketprice (of a normal, non-masterwork item)
masterwork increases crafting DC with 10 Edit: should this be higher?
time required is determined by the amount of work performed by the crafter.
The amount of work needed is determined by the amount of money to be made.
The amount of money to be made is the difference between the raw material cost and the endproduct cost.
Example:
A crafter can buy an almost finished armor, and assemble the pieces. The almost finished armor will cost nearly as much as the finished armor. Therefore, the amount of money to be made is minimal, and the crafting time will be minimal.
The crafter could also use 'Fabricate' to create the endproduct. In that case, the endproduct of the fabricate will be the 'almost finished' product, and require only final assembly. As mentioned above, that might still require 1 day per item DC.
The amount of money to be made translates into the amount of time by performing craft checks.
Assuming the craft DC is made, the skillcheck result in gp is performed in work.
If the DC was not made, no progress is made.
If the DC including a masterwork component was not made, progress was made but the endresult can never be a masterwork item.
If the DC was failed by more than 5, materials are ruined and new materials have to be bought to replace the ruined materials.
When crafting a masterwork item, and failing the DC, a crafter can opt to use the 'materials ruined' option instead of loosing the masterwork item, increasing the cost without having to start all over again.
The masterwork additional price of an item can never be 'bought'. This means a masterwork weapon will allways require work to reach the masterwork status, even if the materials aquired cover the price of a non-masterwork sword.
Note:The progress in gold instead of in silver, as is the case with the original crafting rules, is considered balanced since the skillcheck result is not multiplied with the craft DC.
Edit: please people, I'd appreciate some comments, be they 'yes!', 'no way!' or 'meh'. Anything to get a feeling for where i'm standing with these rules before I try to introduce them as DM and/or try to convince my DM to use them.
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