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Complex Crafting
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<blockquote data-quote="Shades of Green" data-source="post: 3375090" data-attributes="member: 3297"><p>As my next setting is going to be a Steampunk one, and as my girlfriend is going to play a science-inclined Wizard in that campaign, I was thinking about the use of Craft skills for the creation of more complex items (such as steampunk gadgets and the more complex black-powder explosives).</p><p></p><p>For example, IMC a <a href="http://www.enworld.org/showthread.php?p=3371129#post3371129" target="_blank">simple black-powder bomb</a> weights 1kg (900gr of this is the powder) and costs 18gp. Under the <a href="http://www.d20srd.org/srd/skills/craft.htm" target="_blank">Craft Skill rules</a>, making an item costs one third of its price in raw materials - 6gp in this case (5.5gp for the powder, 0.5gp for the casing and fuse) - this assumes that the character buys the black-powder. However, a character might want to make the ingredients - especially the powder - himself (especially when adventuring in a more backwards area). I'm thinking about three possible ways for handling the crafting complex items:</p><p></p><p>1) The easiest - assume that each craft skill (say, Craft (Explosives)) includes the knowledge nessecery to make an item (say, a bomb) from relatively simple components (say, a metal shell, a rope, some oil and the (al)chemical ingredients for black-powder). Making an item from simpler raw materials, however, is more difficult than making it from purchased components - so the DC will go up by +5 or +10.</p><p></p><p>2) The middle ground - make one roll, but require more than one skill (in our example, Alchemy and Craft (Explosives)); use the skill with the lowest total bonus, but allow for a synergy bonus of +2 if the other skill has 5 or more ranks. When using more than two skills, you could get the synergy bonus from more than one skill (assuming each has 5 or more ranks).</p><p></p><p>3) The complex approach - set several component items for each complex item; each component would have a market price and a craft DC. The total combined price of all nescery components should be one third of that of a complete item. If you buy the components ready-made, you essentially make a normal Craft skill check to make the complete item. However, you may choose to craft any of the components (or all of them) yourself, paying only 1/3 of the market cost <strong><em>of the component</em></strong> yourself (so you could make a complete item at 1/9 of its market price, but that requires alot of time and several Craft skill checks).</p><p></p><p>The third option should follow two "rules of a thumb" to keep it managable:</p><p>A) Each item should be composed of a small number of components (2-4 in most cases).</p><p>B) Each item should have only two "tiers" of crafting, except for rare occasions such as building complex steam-constructs (i.e. sophisticated automatons).</p><p></p><p>How would you handle this?</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 3375090, member: 3297"] As my next setting is going to be a Steampunk one, and as my girlfriend is going to play a science-inclined Wizard in that campaign, I was thinking about the use of Craft skills for the creation of more complex items (such as steampunk gadgets and the more complex black-powder explosives). For example, IMC a [URL=http://www.enworld.org/showthread.php?p=3371129#post3371129]simple black-powder bomb[/URL] weights 1kg (900gr of this is the powder) and costs 18gp. Under the [URL=http://www.d20srd.org/srd/skills/craft.htm]Craft Skill rules[/URL], making an item costs one third of its price in raw materials - 6gp in this case (5.5gp for the powder, 0.5gp for the casing and fuse) - this assumes that the character buys the black-powder. However, a character might want to make the ingredients - especially the powder - himself (especially when adventuring in a more backwards area). I'm thinking about three possible ways for handling the crafting complex items: 1) The easiest - assume that each craft skill (say, Craft (Explosives)) includes the knowledge nessecery to make an item (say, a bomb) from relatively simple components (say, a metal shell, a rope, some oil and the (al)chemical ingredients for black-powder). Making an item from simpler raw materials, however, is more difficult than making it from purchased components - so the DC will go up by +5 or +10. 2) The middle ground - make one roll, but require more than one skill (in our example, Alchemy and Craft (Explosives)); use the skill with the lowest total bonus, but allow for a synergy bonus of +2 if the other skill has 5 or more ranks. When using more than two skills, you could get the synergy bonus from more than one skill (assuming each has 5 or more ranks). 3) The complex approach - set several component items for each complex item; each component would have a market price and a craft DC. The total combined price of all nescery components should be one third of that of a complete item. If you buy the components ready-made, you essentially make a normal Craft skill check to make the complete item. However, you may choose to craft any of the components (or all of them) yourself, paying only 1/3 of the market cost [B][I]of the component[/I][/B] yourself (so you could make a complete item at 1/9 of its market price, but that requires alot of time and several Craft skill checks). The third option should follow two "rules of a thumb" to keep it managable: A) Each item should be composed of a small number of components (2-4 in most cases). B) Each item should have only two "tiers" of crafting, except for rare occasions such as building complex steam-constructs (i.e. sophisticated automatons). How would you handle this? [/QUOTE]
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