Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Crafting Special Materials Takes HOW Long?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 3971057" data-attributes="member: 3146"><p>When discussing craft times and skill checks, don't forget to include apprentices and journeymen using aid other. Even an armorsmith crafting ordinary fullplate (masterwork, of course, since there's very little reason to ever make non-masterwork fullplate given the base cost) is good enough that he might expect to have at least a couple apprentices. Assuming first level apprentices using masterwork tools, and the aid other action, that will almost always be a pair of +2 bonuses.</p><p></p><p>If you use the Complete Adventurer improved Aid Other rules and make the apprentices a pair of journeymen with 5 ranks each (a +1 int bonus, skill focus, and masterwork tools for a total of +11), they will usually manage the +3 aid other which may be enough to boost the DC to 30 and still succeed handily (without the +10 magic tools).</p><p></p><p>Dwarves, of course, have a significant advantage in this field. If you use a dwarven craftsman:</p><p></p><p>Taking ten</p><p>14 Int +2</p><p>Dwarf working with metal +2</p><p>Skill Focus +3</p><p>Masterwork Tools +2</p><p>A pair of dwarven journeyman assistants using Aid Other: +6</p><p>You only need 5 ranks to hit DC 30 every time.</p><p></p><p>Given +10 tools instead of +2 masterwork tools, you can hit DC 40 with 7 ranks--a mere 4th level dwarf expert. That will speed things up considerably.</p><p></p><p>A human could accomplish that at 6th level.</p><p></p><p>Now, historically, at least by the mid to late 16th century, fullplate armor was actually manufactured in relatively large workshops in Greenwich, Milan, etc, so it might not be unreasonable to have more assistants. (I imagine guild regulations specified the number of apprentices a master could take on; it would be interesting to find out how many real life guild regulations permitted). If we allow the master amorer four apprentices in addition to the two journeymen, that brings his total check to a 50 by level 6 for the dwarf and level 8 for the human. (With the +10 tools; still DC 42 is still impressive even without those tools)</p><p></p><p>In case you are wondering about the apprentices always making their aid other checks--they actually can't fail.</p><p></p><p>1st level commoner: 12 Int +1, Masterwork tools +2, max ranks +4, Skill Focus +3= +10 to the roll.</p><p>Even if the master armorer didn't deliberately select promising youths for his apprentices (as represented by the 12 int--it's only slightly above average) and ended up with 10 int apprentices, they are still at +9 which won't fail on a 1.</p><p></p><p>If the apprentices are dwarves, the bright ones (Int 12+) don't even need skill focus to autosucceed on the aid other.</p><p></p><p>Even somewhat slow apprentices (int 8) will only be unhelpful on a roll of a 1.</p><p></p><p>Of course that's all general crafting rules rather than crafting special materials rules but it's interesting none-the-less.</p><p></p><p>Then again, I'm not certain that there's really a dramatic problem if it takes a workshop full of smiths six months to craft a single adamantine longsword or a year to craft a suit of adamantine fullplate. If it takes a single dwarf smith ten years to craft a single suit of dwarven fullplate, it still makes a good story.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 3971057, member: 3146"] When discussing craft times and skill checks, don't forget to include apprentices and journeymen using aid other. Even an armorsmith crafting ordinary fullplate (masterwork, of course, since there's very little reason to ever make non-masterwork fullplate given the base cost) is good enough that he might expect to have at least a couple apprentices. Assuming first level apprentices using masterwork tools, and the aid other action, that will almost always be a pair of +2 bonuses. If you use the Complete Adventurer improved Aid Other rules and make the apprentices a pair of journeymen with 5 ranks each (a +1 int bonus, skill focus, and masterwork tools for a total of +11), they will usually manage the +3 aid other which may be enough to boost the DC to 30 and still succeed handily (without the +10 magic tools). Dwarves, of course, have a significant advantage in this field. If you use a dwarven craftsman: Taking ten 14 Int +2 Dwarf working with metal +2 Skill Focus +3 Masterwork Tools +2 A pair of dwarven journeyman assistants using Aid Other: +6 You only need 5 ranks to hit DC 30 every time. Given +10 tools instead of +2 masterwork tools, you can hit DC 40 with 7 ranks--a mere 4th level dwarf expert. That will speed things up considerably. A human could accomplish that at 6th level. Now, historically, at least by the mid to late 16th century, fullplate armor was actually manufactured in relatively large workshops in Greenwich, Milan, etc, so it might not be unreasonable to have more assistants. (I imagine guild regulations specified the number of apprentices a master could take on; it would be interesting to find out how many real life guild regulations permitted). If we allow the master amorer four apprentices in addition to the two journeymen, that brings his total check to a 50 by level 6 for the dwarf and level 8 for the human. (With the +10 tools; still DC 42 is still impressive even without those tools) In case you are wondering about the apprentices always making their aid other checks--they actually can't fail. 1st level commoner: 12 Int +1, Masterwork tools +2, max ranks +4, Skill Focus +3= +10 to the roll. Even if the master armorer didn't deliberately select promising youths for his apprentices (as represented by the 12 int--it's only slightly above average) and ended up with 10 int apprentices, they are still at +9 which won't fail on a 1. If the apprentices are dwarves, the bright ones (Int 12+) don't even need skill focus to autosucceed on the aid other. Even somewhat slow apprentices (int 8) will only be unhelpful on a roll of a 1. Of course that's all general crafting rules rather than crafting special materials rules but it's interesting none-the-less. Then again, I'm not certain that there's really a dramatic problem if it takes a workshop full of smiths six months to craft a single adamantine longsword or a year to craft a suit of adamantine fullplate. If it takes a single dwarf smith ten years to craft a single suit of dwarven fullplate, it still makes a good story. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Crafting Special Materials Takes HOW Long?
Top