Craft overlapping?


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A Dagger costs 2GP in D&D with its craft system.

I take 10 for lack of failure, with a result of 18. The overall craft result is 360 SP material/week. I make the dagger in .55 weeks, just sigh of 4 days.

You're using a system whose resolution number is related to D&D costs. My suggestion, if costs are similar to the translation between the two daggers, is to average based on Copper pieces/week rather than silver. Patched.

Slainte,

-Loonook.
 


A Dagger costs 2GP in D&D with its craft system.

I take 10 for lack of failure, with a result of 18. The overall craft result is 360 SP material/week. I make the dagger in .55 weeks, just sigh of 4 days.

I'm not sure you did that correctly...(Or....I'm not doing something correctly...)

The D&D way...

Craft (Weaponsmith) +8

Take 10, for a total Craft roll of 18 vs DC 12. (Production is 216)

Dagger costs (D&D cost) 20 sp. Production required is 20.

Production of 216 / 20 = 10.8. That means that the time to make dagger is halved 9 times.

So, starting at a week's worth of work (I'll use a 7 day work week and 12 hour days), dividing in half 9 times is going to make the production time 1/512th of a work week....that's a little over 9 minutes.

The D&D rule allows for making the dagger in less than 10 minutes.





The Conan way....

Craft (Weaponsmith) +8

Take 10, for a total Craft roll of 18 vs DC 12. (Production is 216)

Dagger costs (Conan cost) 3 sp. Production required is 15.

Every multiple of 5 halves the productions time (i.e. 30 for half, 45 for a quarter, 60 for an eighth...and so on).

So, actually, the Conan version is a bit better, making the dagger in 1/32 of the work week. That's just over 2.5 hours (given a 7 day work week and 12 hours of work each day).

That's still unbelieveable, but a lot better than the D&D version of 9 minutes!





Please show me if I'm doing the D&D calculation wrong.





Is it not correct that you can either make one craft check per day, or one per week?
Each check is for one item. If you can't make more checks, then you can't make more items.

OK....but if the weekly check only takes 10 minutes (or 2.5 hours if you go with the Conan version), how come the smith cannot work on anything els that week?
 


I think I'm going to go with a minimum crafting time of 1 day for any item, unless someone can show me something better in the rules.

I will admit I completely botched my read there... I was indisposed at the time, and due to an injury I have to have complete focus to work with maths until I get healed up again.

Pretty much that means that you're doing that amount of work in silver for that check. It is simple really... you give X amount of SP in simple weapons that you can make in that week, or that amount of progress in CP if it was for the day.

So in the day you roll your 18 craft check you could make 216 cp worth of 'work' in simple weapons. You craft a dagger in the time without any issue, with perhaps a bit of work to add your personal touch (a inconsequential carving, or spend a little extra time on the hilt, all cosmetic).

If you were rolling for the week you opt for 216 SP worth of work. In this same time you can make 10 daggers, and if you put in a little while tomorrow (or burned the midnight oil, with the DM allowing you to 'round up' for the fact that you are 40 cp away) you have a nice even 11 over the span of that week.

Usually taking 10 for the week is best for your overall sanity at earlier levels, but once you pass the mark for your specific poison of choice you can just roll with it and be on your way.

Really the rules are so-worded to just be an easy measure of a single item, but a Smith doesn't finish an item, look about, then say 'meh' when he has 3-5 hours left over at the forge. A skilled smith with just Focus, Craft maxed out, and an positive Int gets you to the ability to reliably make daggers at that rate. If you have an apprentice to aid you (he just needs to take 10 so as long as he isn't a half-wit he's good to go untrained) you're going to be making 12 daggers reliably/week on your own.

It's when you start working towards Masterwork items that it gets interesting... You need more skilled laborers, and it takes quite some time. But that would be the basics of Craft. Seems pretty simple when you're not addled by a head injury ;).

Slainte,

-Loonook.
 

That's fine, but don't you still think that making one dagger in 10 minutes, or even 2.5 hours, is a bit unbelievable!

I mean, we're talking about creating these things from scratch, here, right? The smith doesn't have dagger blanks, ready to go into the fire, and carved dagger handles, ready to pull of the shelf and hit it.

And, even if he does, and those items are considered Raw Materials, I still can't believe that a quality dagger can be slapped together that quickly.

We haven't even discussed the Rush rules yet where the smith increases his DC by 10 to get a higher production output!

I think even a dagger should take a day, don't you?
 

That's fine, but don't you still think that making one dagger in 10 minutes, or even 2.5 hours, is a bit unbelievable!

I mean, we're talking about creating these things from scratch, here, right? The smith doesn't have dagger blanks, ready to go into the fire, and carved dagger handles, ready to pull of the shelf and hit it.

And, even if he does, and those items are considered Raw Materials, I still can't believe that a quality dagger can be slapped together that quickly.

We haven't even discussed the Rush rules yet where the smith increases his DC by 10 to get a higher production output!

I think even a dagger should take a day, don't you?

What I'm trying to explain is that a dagger in 10 minutes isn't happening per these rules... SP price is the PER WEEK check, CP check is the PER DAY check. So you're getting between 1-1.5 daggers/day. Not too surprising as you can make a simple unadorned blade blank, then sharpen, temper, and finish the process at a later time. The basics of making a blank are pretty simple once you have the basics cleared out... heat your forge, temper a rod, few hammers, cool, drop, reheat, hammer out, snap...

[ame=http://www.youtube.com/watch?v=MwVwfkcv968]Forging an Elizabethan Ballock knife - YouTube[/ame]


Here's the whole process (using modern tools of course... Many of these tools are for convenience). The whole process is shown in bits and pieces, skipping the travel between locations and setup... But all the actual process is pretty quick.

Slainte,

-Loonook.
 

I think I'm going to go with a minimum crafting time of 1 day for any item, unless someone can show me something better in the rules.

Per the SRD:

Action

Does not apply. Craft checks are made by the day or week (see above).

Hence the craft check result is progress made either per day or per week - there is no such thing as making mutliple craft checks per day.

In the SRD there is a rule for minimum amount of time to craft a magical item.

Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.
 

For my homebrew, I've rationalised Craft into the following set of skills:

C/Wood
C/Metal
C/Stone (and bone)
C/Cloth (and leather)

For more modern settings, I add the following:

C/Guns (including general explosives)
C/Mechanic (including clockworks, steam, and internal combustion)
C/Electronic
C/Atomic (from early atom power to gravitics and force fields)
C/Weird Science (for campaign specific "science as magic" stuff)

As long as you are crafting with the appropriate material, I then allow it to go throw.

If a crafting project requires two different skills, I consider the lower of the two skills only.
 

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