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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Craft Skill - mechanically broken
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<blockquote data-quote="tenelo" data-source="post: 227095" data-attributes="member: 3099"><p>I believe the mechanics behind the Craft (x) skill are fundamentally flawed. (Note - this is a 'mechanically incorrect' type of broken, rather than an 'overpowered' broken.) As it stands, the time it takes to create an item is a direct function of the end price as listed in the PHB/DMG, and the DC of the Craft check. (Check result for Craft roll*DC), repeat each week until combined totals = or exceed price of item in sp.</p><p></p><p>However, this means that the same craftsman with the same Craft bonus 'taking ten' on all his craft rolls to determine how long it takes to make an item will take longer to make a simple item with DC 5 worth 1000gp than to make a difficult item DC 20 also worth 1000gp.</p><p></p><p>This is clearly silly. </p><p></p><p>An easier DC should mean an easier item to make, thus taking less time. This is not very noticeable on low priced items, but the mechanics are exactly the same, and the difference is clear as the price of the item begins to increase. </p><p></p><p>Has this come up in anyone's games? Does anyone care about the problem, or is it mostly irrelevant? What should be done about the problem? (This thread may need to be moved to House Rules as/if people provide solutions, but at the moment, it is a genuine rules query) What implications does this have for masterwork items?</p><p></p><p>I'd really like to hear from someone involved in rules design (preferably WotC, but not essential) as to what is going on. I need a good understanding of the craft rules for a Prestige Class I am trying to construct, and this has me really stuck.</p><p></p><p>As a side note, does anyone know of a clear explanation for creating masterwork items that aren't weapons or armour? Things like masterworked jewellery, stuff that is clearly more expensive due to the skill of the craftsman, but whose base raw materials cost would be the same even if they weren't masterworked?</p></blockquote><p></p>
[QUOTE="tenelo, post: 227095, member: 3099"] I believe the mechanics behind the Craft (x) skill are fundamentally flawed. (Note - this is a 'mechanically incorrect' type of broken, rather than an 'overpowered' broken.) As it stands, the time it takes to create an item is a direct function of the end price as listed in the PHB/DMG, and the DC of the Craft check. (Check result for Craft roll*DC), repeat each week until combined totals = or exceed price of item in sp. However, this means that the same craftsman with the same Craft bonus 'taking ten' on all his craft rolls to determine how long it takes to make an item will take longer to make a simple item with DC 5 worth 1000gp than to make a difficult item DC 20 also worth 1000gp. This is clearly silly. An easier DC should mean an easier item to make, thus taking less time. This is not very noticeable on low priced items, but the mechanics are exactly the same, and the difference is clear as the price of the item begins to increase. Has this come up in anyone's games? Does anyone care about the problem, or is it mostly irrelevant? What should be done about the problem? (This thread may need to be moved to House Rules as/if people provide solutions, but at the moment, it is a genuine rules query) What implications does this have for masterwork items? I'd really like to hear from someone involved in rules design (preferably WotC, but not essential) as to what is going on. I need a good understanding of the craft rules for a Prestige Class I am trying to construct, and this has me really stuck. As a side note, does anyone know of a clear explanation for creating masterwork items that aren't weapons or armour? Things like masterworked jewellery, stuff that is clearly more expensive due to the skill of the craftsman, but whose base raw materials cost would be the same even if they weren't masterworked? [/QUOTE]
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Craft Skill - mechanically broken
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