Craft Skill changes

MarauderX

Explorer
After looking around at what's out there and some of the versions, here's a proposed revision to simplify the Craft skill. Would you use it? Do you like something else better?


Craft (Int)
Check:
The Craft skill applies to a number of separate skills, each with its own ranks that are purchased separately. Each is specifically focused on creating an item, divided into six categories:

  • wood (i.e. barrel, quarterstaff, wooden shield, cart, wooden house);
    metal (i.e. greataxe, grappling hook, chainmail, thieves tools);
    stone (i.e. fortified stone wall, whetstone, clay mug, pottery, stone house);
    cloth & hides (i.e. studded leather armor, waterskin, saddle, royal outfit);
    glass (i.e. flask, stained glass windows, magnifying glass, lantern);
    miscellaneous (i.e. rope, wax, paper, oil, musical instrument, tanglefoot bag).
The character understands the trade and can create common items using the skill.
All Craft checks require the associated artisan’s tools and raw materials to complete. Improvised tools give a -2 penalty while masterwork tools provide a +2 to the check. Materials in the amount of one-half the finished item’s price are required; a substandard amount gives a -2 penalty, while an amount equal to three-quarters of the finished item’s price provides a +2 bonus.
To create the item, the character must first spend the time and materials required for the item. At the end of the item’s creation, the character must succeed at a Craft skill check with the DC equal to 10 + (item cost/100), with a minimum DC of 11. If the check fails, half of the original raw materials are consumed in the mistake.
A character may rush the creation of the item. Each day less that is used for construction increases the DC by +1.
Time: With the proper tools and materials of the trade a character makes 10 gold pieces worth of work per day of uninterrupted work, with a minimum of 1 day per separate type of item. A project that is abandoned for a week deteriorates and the character must spend an additional day of work for each day over the week of absence. Apprentices may assist with projects to reduce the time by one day per week of work, but increases the DC by +1 per apprentice.
Attempts: A character may make additional attempts after failure, but each failure wastes half of the material cost of the item. Each time the attempt is at the end of the construction time.
Special: Masterwork items may be created at ten times the original cost and time of the item. All other conditions of time and materials apply to the new cost of the item to be manufactured.
Synergy: Characters with the craft skill has a +2 Appraise bonus when evaluating an item they can create.
 

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It seems really odd that A) the same skill used to make a nail can also be used to make a metal house, B) that the same skill used to make a pretty bouquet of flowers is used to make Super-Mega-Deluxe-Nuclear Alchemist's Fire and C) it requires an extremely high level expert to make a decent house, rather than a labor gang.

I prefer the Iron Heroes craft rules (Material / one of two sizes) since a person skilled at making statues the size of a person doesn't automatically know how to make a statue the size of a mountain and vice versa.

I do agree that the craft rules need to be simplified. Having to take to different crafts to repair your own weapons and armor is really annoying.
 

ValhallaGH said:
I prefer the Iron Heroes craft rules (Material / one of two sizes) since a person skilled at making statues the size of a person doesn't automatically know how to make a statue the size of a mountain and vice versa.

I do agree that the craft rules need to be simplified. Having to take to different crafts to repair your own weapons and armor is really annoying.

The Iron Heroes version is what inspired me to change it. I too like the small/large difference, but for game purposes heroic characters can do it all. Having to take Wood working: small and Wood working: large is just not going to happen in a game that has enough weird synergies to just combine the two.

Plus the RAW treat construction in vague terms, but then again they don't cover every other aspect either.
 

Why is a heroic character taking craft skills anyway?

If I wanted to change the Craft Skill it would be inorder that my Artisan Character could demoinstrate their superior skill in their craft not so my fighter is able to both make a wooden bowl and build a tavern.

The current craft skill works for those wanting to create Artisan characters but what is needed is
a) more feats that allow the Artisan to do cool stuff. (imc Artisans can use Item Creation Feats to give Masterwork Items Extraordinary Bonuses)
b) ways for Artisans to use labour gangs when applying their skills (so my expert Stone Mason can direct the 200 labourers assigned to build a the castle)
 

Tonguez said:
Why is a heroic character taking craft skills anyway?

If I wanted to change the Craft Skill it would be inorder that my Artisan Character could demoinstrate their superior skill in their craft not so my fighter is able to both make a wooden bowl and build a tavern.

The current craft skill works for those wanting to create Artisan characters but what is needed is
a) more feats that allow the Artisan to do cool stuff. (imc Artisans can use Item Creation Feats to give Masterwork Items Extraordinary Bonuses)
b) ways for Artisans to use labour gangs when applying their skills (so my expert Stone Mason can direct the 200 labourers assigned to build a the castle)

Heroic characters take the Craft skill to make their own castle of pure gold, the perfect flute, the coolest lance in the world, whatever.

I'm not running Iron Heroes, so I'm not worried about poofing up the Artisan class, or anything similar.
 

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