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Crafting Items - Expert Craftsman vs Adventurers
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<blockquote data-quote="5ekyu" data-source="post: 7601269" data-attributes="member: 6919838"><p>I use for crafting and any other ask that takes more than a minute the same house rule.</p><p></p><p>Take the std completion time and cost to make.</p><p>Divide it by four.</p><p>Require checks in a race to 3 (like death saves) with each check uding one of those quarters of time and goods. </p><p>This means you can finish ahead of schedule and under budget, behond schedule and over budget or on time on budget.</p><p></p><p>You can also fail.</p><p></p><p>Additionally, any fsilure results in a problem going forward by the same approach. It represents a circumstance than needs to be changed. Maybe you found bad materials and need to bring in more or refine it more. Maybe this library ran dry on info but its because materials have been loaned out and you need to find them. </p><p></p><p>Or you can just bull thru with disad.</p><p></p><p>Of course, i use the dmg rule that if proficient DC 10 checks are automatic unless you have disad.</p><p></p><p>So most routine tasks in normal siyuations are a cinch if you are proficient. More than that is a much more interactive series of choices and checks.</p><p></p><p>On the broader issue...</p><p></p><p>But, on the subject of NPCs and DCs 5e is pretty clear the design and intent of the rules is GM assigns what they feel appropriate - not bound by PC build rules but certainly with those considered.</p><p></p><p>In my games, the "gm decides dc" is made by the choice of the setting and scene. </p><p></p><p>An inn where the innkeep doesnt have experience or concern over security is likely DC 10 or 5 for most "locks" or other secutity checks. This can go up to DC 25 for a different inn where its a priority and enough skill, aptitude and gold hoes into it to keep it up to snuff. But those aspects are done in conjunction with the narrative and the description, so that the cases where there seems to be a skew are actually treated as clues. </p><p></p><p>So, to me, the focus on a theotized divide between GM deciding as world builder and gm deciding at table is (at my table) cosmetic at best - both derive their values from the same set of choices.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7601269, member: 6919838"] I use for crafting and any other ask that takes more than a minute the same house rule. Take the std completion time and cost to make. Divide it by four. Require checks in a race to 3 (like death saves) with each check uding one of those quarters of time and goods. This means you can finish ahead of schedule and under budget, behond schedule and over budget or on time on budget. You can also fail. Additionally, any fsilure results in a problem going forward by the same approach. It represents a circumstance than needs to be changed. Maybe you found bad materials and need to bring in more or refine it more. Maybe this library ran dry on info but its because materials have been loaned out and you need to find them. Or you can just bull thru with disad. Of course, i use the dmg rule that if proficient DC 10 checks are automatic unless you have disad. So most routine tasks in normal siyuations are a cinch if you are proficient. More than that is a much more interactive series of choices and checks. On the broader issue... But, on the subject of NPCs and DCs 5e is pretty clear the design and intent of the rules is GM assigns what they feel appropriate - not bound by PC build rules but certainly with those considered. In my games, the "gm decides dc" is made by the choice of the setting and scene. An inn where the innkeep doesnt have experience or concern over security is likely DC 10 or 5 for most "locks" or other secutity checks. This can go up to DC 25 for a different inn where its a priority and enough skill, aptitude and gold hoes into it to keep it up to snuff. But those aspects are done in conjunction with the narrative and the description, so that the cases where there seems to be a skew are actually treated as clues. So, to me, the focus on a theotized divide between GM deciding as world builder and gm deciding at table is (at my table) cosmetic at best - both derive their values from the same set of choices. [/QUOTE]
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