We all know the problems with the craft rules. My new system is nowhere near perfect, but its fast, easy, and does curb some of the oddities (ie full plate takes nearly a year to make, etc). These rules assume the use of the Take 10 rule, as it makes the most sense from a crafting standpoint.
Crafting Time
Note: The following multipliers are time based, so they follow regular math, not Dnd math. Use all the multipliers that apply.
Base: 5 days
Weapon/Armor/Shield/Craft DC 15 or greater: x 2
less than 1 gp: *
1 gp - 10 gp: x 1/5
11 - 25 gp: x 1/2
26 - 149 gp: x 1
150 - 999 gp: x 2
1000 - 2000 gp: x 5
2000+:#
*For items less than 1 gp, time them as a 1 gp item. You make 1 gp worth of that item in that time. Ex. A hammer is 5 sp. So 1 gp worth of hammer is 2 hammers.
#For items greater than 2000 gp, cut up the project into groups of 2000 gp each and add up the total time. So if 2000 gp of a 10,000 gp project takes 50 days, then the whole project would take 250 days.
Examples: An iron pot is 5 sp, with a craft DC of 10. First upgrade it to 1 gp, which is 2 pots. Time equals 5 x 1/5 = 1 day. So in 1 day, you can make 2 iron pots.
Full plate is 1500 gp, and is armor. Time to make equals 5 x 5 x 2 = 50 days.
Crafting the Item
1 craft check = 5 days of work.
If your craft check is double the required DC, then you accomplished 10 days worth of work in 5 days. If its triple the required DC, then you accomplish 15 days worth of work in 5 days. If the check fails by 4 or less, the crafter wastes 5 days. If the check fails by 5 or more, he wastes half the materials and 5 days of work.
Lesser Materials: +10 DC@
Personal Touch: +5 DC!
@ A master craftsman has learned techniques to maintain the integrity of an item using less materials than is normally required. The crafter only has to pay 1/4 the market price, instead of 1/3.
! Many master craftsman put a personal touch into their work, often a specially designed kind of sword hilt, a specially shaped handle on their pottery, etc. A craft that has such a personal touch can often sell for 110-150% of the normal market price if the crafter is well known.
Ex. Full plate takes 50 days to make. Crafter A has a +10 to his craft check. 10 checks are required, but he takes 10 and gets a 20, which is enough to make the full plate normally. Crafter B is a true master, and has a +20. He decides to make full plate with lesser materials, raising the craft DC to 28. His take 10 is DC 30, so after 50 days he makes a suit, but it only required 375 gp of starting materials instead of 500 gp.
Ex. 2 hammers can be made in 1 day, DC 10. Crafter A has a +5 to his craft check. He takes 10 and gets a 15, a success. This represents 5 days of work, so 10 hammers are made. Now Crafter B has a +10 to his craft check. His take 10 is a 20, which is twice the DC. So one check is actually 10 days worth of work in 5 days. After 5 days, Crafter B has made 20 hammers.
Getting Assistance
An person can try to help the crafter with his craft. A DC 10 craft grants a +2 bonus to the craft check ONLY for the purpose of determining faster crafting, not for checks to determine if the item can be made. A crafter can get an additional bonus no greater than half his craft modifier.
Ex. Bernie the armorsmith is making a chain shirt. He has a +12 craft modifier. He takes 10, which is a 22, good enough to make it normally. Assistance 1 takes 10 and gets a 10, so the craft check increases to 24. Assistances 2 and 3 also helps, and the total check increases to 28. Since the DC for a chain shirt is 14, a 28 makes it twice as fast. However, assistance 4 cannot help, because the best Bernie can get is an extra +6.
And that's it everyone!!
Crafting Time
Note: The following multipliers are time based, so they follow regular math, not Dnd math. Use all the multipliers that apply.
Base: 5 days
Weapon/Armor/Shield/Craft DC 15 or greater: x 2
less than 1 gp: *
1 gp - 10 gp: x 1/5
11 - 25 gp: x 1/2
26 - 149 gp: x 1
150 - 999 gp: x 2
1000 - 2000 gp: x 5
2000+:#
*For items less than 1 gp, time them as a 1 gp item. You make 1 gp worth of that item in that time. Ex. A hammer is 5 sp. So 1 gp worth of hammer is 2 hammers.
#For items greater than 2000 gp, cut up the project into groups of 2000 gp each and add up the total time. So if 2000 gp of a 10,000 gp project takes 50 days, then the whole project would take 250 days.
Examples: An iron pot is 5 sp, with a craft DC of 10. First upgrade it to 1 gp, which is 2 pots. Time equals 5 x 1/5 = 1 day. So in 1 day, you can make 2 iron pots.
Full plate is 1500 gp, and is armor. Time to make equals 5 x 5 x 2 = 50 days.
Crafting the Item
1 craft check = 5 days of work.
If your craft check is double the required DC, then you accomplished 10 days worth of work in 5 days. If its triple the required DC, then you accomplish 15 days worth of work in 5 days. If the check fails by 4 or less, the crafter wastes 5 days. If the check fails by 5 or more, he wastes half the materials and 5 days of work.
Lesser Materials: +10 DC@
Personal Touch: +5 DC!
@ A master craftsman has learned techniques to maintain the integrity of an item using less materials than is normally required. The crafter only has to pay 1/4 the market price, instead of 1/3.
! Many master craftsman put a personal touch into their work, often a specially designed kind of sword hilt, a specially shaped handle on their pottery, etc. A craft that has such a personal touch can often sell for 110-150% of the normal market price if the crafter is well known.
Ex. Full plate takes 50 days to make. Crafter A has a +10 to his craft check. 10 checks are required, but he takes 10 and gets a 20, which is enough to make the full plate normally. Crafter B is a true master, and has a +20. He decides to make full plate with lesser materials, raising the craft DC to 28. His take 10 is DC 30, so after 50 days he makes a suit, but it only required 375 gp of starting materials instead of 500 gp.
Ex. 2 hammers can be made in 1 day, DC 10. Crafter A has a +5 to his craft check. He takes 10 and gets a 15, a success. This represents 5 days of work, so 10 hammers are made. Now Crafter B has a +10 to his craft check. His take 10 is a 20, which is twice the DC. So one check is actually 10 days worth of work in 5 days. After 5 days, Crafter B has made 20 hammers.
Getting Assistance
An person can try to help the crafter with his craft. A DC 10 craft grants a +2 bonus to the craft check ONLY for the purpose of determining faster crafting, not for checks to determine if the item can be made. A crafter can get an additional bonus no greater than half his craft modifier.
Ex. Bernie the armorsmith is making a chain shirt. He has a +12 craft modifier. He takes 10, which is a 22, good enough to make it normally. Assistance 1 takes 10 and gets a 10, so the craft check increases to 24. Assistances 2 and 3 also helps, and the total check increases to 28. Since the DC for a chain shirt is 14, a 28 makes it twice as fast. However, assistance 4 cannot help, because the best Bernie can get is an extra +6.
And that's it everyone!!
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