Insight said:Upon reading through the rules for the Craft skill, I realized how poorly these rules replicate anything remotely like the real world. Are there alternate rules out there somewhere that make more sense / allow people to actually MAKE things in less than a month?
sirwmholder said:UA has a crafting point system in which it takes far less time to complete an item... though the checks required get higher the less time you want to spend on the item... it has been balanced in our games so far... check it out here.
http://www.d20srd.org/srd/variant/buildingCharacters/craftPoints.htm
Hope this helps,
William Holder
I came to the same conclusion you did a few months ago, so I sat down and rewrote the crafting system. I tried to strike a balance between realism (plate armor taking a year to make) and practicality (not tying down a PC crafter for several months or a year to make a single nonmagical item). I also wanted to get rid of that silly rule that ALL masterwork items are DC 20, regardless of size or type, and incorporate the variant materials we had, so I made a scaling system - a base DC for the item, then modifiers can be added to it for masterwork, variant materials, or whatever else the PC wanted to do. It worked out so well that I also adapted it for [http://shtar.pbwiki.com/Artificing]making magic items[/url]. Check out the attachment.Upon reading through the rules for the Craft skill, I realized how poorly these rules replicate anything remotely like the real world. Are there alternate rules out there somewhere that make more sense / allow people to actually MAKE things in less than a month?
Take 10Li Shenron said:One check per week is just terribly boring!
frankthedm said:Take 10![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.