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General Tabletop Discussion
*Pathfinder & Starfinder
craft skill expansion and tweaking...
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<blockquote data-quote="Kahuna Burger" data-source="post: 925634" data-attributes="member: 8439"><p>So there's a bit of discussion of the craft skill on the main board, and I thought it might be worth having a more nuts and bolts conversation here. NOTE : this is not a thread for people who want to tell us why the craft skill is already perfect, or as good as it needs to be or not important enough to be expanded. Do that over on the other thread. </p><p></p><p>the main problem with the craft skill (IMHO) is that there is a set formula for how much time and materials any item takes based on its price and DC. For some crafts, the materials cost becomes foolish (unless you DM is reasonable enough to let you make another knowlege or proffession check to gather raw materials) in others its the time to craft that seems excessive. </p><p></p><p>What I would recomend would be a system whch used the basic mechanic of the craft skill but in which each craft was rated by its raw material needs, time needs and skill needs. That is to say, some items are primarily valuable because of the materials they need (a golden box encrusted with jewels) some for the time invested in them (a hand knotted hammock) and other for the skill that you know you could not recreate, even with the time and materials (artistic objects). </p><p></p><p>Anyone already have a house rule to contribute or know of a fleshed out system out there?</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 925634, member: 8439"] So there's a bit of discussion of the craft skill on the main board, and I thought it might be worth having a more nuts and bolts conversation here. NOTE : this is not a thread for people who want to tell us why the craft skill is already perfect, or as good as it needs to be or not important enough to be expanded. Do that over on the other thread. the main problem with the craft skill (IMHO) is that there is a set formula for how much time and materials any item takes based on its price and DC. For some crafts, the materials cost becomes foolish (unless you DM is reasonable enough to let you make another knowlege or proffession check to gather raw materials) in others its the time to craft that seems excessive. What I would recomend would be a system whch used the basic mechanic of the craft skill but in which each craft was rated by its raw material needs, time needs and skill needs. That is to say, some items are primarily valuable because of the materials they need (a golden box encrusted with jewels) some for the time invested in them (a hand knotted hammock) and other for the skill that you know you could not recreate, even with the time and materials (artistic objects). Anyone already have a house rule to contribute or know of a fleshed out system out there? Kahuna Burger [/QUOTE]
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