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D&D Beyond Article on Crafting
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<blockquote data-quote="Charlaquin" data-source="post: 9420671" data-attributes="member: 6779196"><p>I’d make it a bit simpler. Personally I’m a big fan of [dice code] progress on a success, twice that much on a natural 20, half that much on a failure, none on a failure by 5 or more.</p><p></p><p>We want the baseline to be 10 gp of progress per day, so that should be the mean result of a crafting attempt, assuming average stats - a poor crafter will make slower progress and an expert will make faster progress. I like your DCs of 10 for common items increasing by 5 for each rarity category above common. I’m going to work with common as the baseline, since magic item crafting will likely be the domain of the DMG.</p><p></p><p>[spoiler]So, assuming proficiency but not expertise, a 16 in the relevant ability score, and advantage on the roll since that’s now standard for having proficiency in both a relevant skill and tool, we have a 9.75% chance of a natural 20 and a 4% chance of a failure, with a 0% chance of failing by 5 or more on a DC 10 check, leaving is with an 86.25% chance of a normal success. So, if we want the average result of our dice code to be 10 we need to solve for 0.8625X + 0.195X + 0.02X = 10. Simplifying, we get X = 1.0775 * 10, or X = 10.775.</p><p></p><p>We really don’t want players to have much risk of spending more money on materials for a day of crafting than they make on that day, so I’m thinking our dice code should have a floor of 5 gp of progress. That way unless you’re crafting “above your weight class,” you’ll always at least break even from a day of crafting. 1d12+4 gives us the 5 gp minimum and an average of 10.5, very close to our 10.775 target.[/spoiler]</p><p></p><p>Spoilering the math talk, but by my calculations we end up with something the following rule:</p><p></p><p>To spend a day of downtime crafting, spend 5 gp on materials (4 gp if you have the Crafter Feat) and make a DC 10 check with a set of artisan’s tools you’re proficient with (with advantage if you’re also proficient with a relevant skill). On a success, you can produce any number of common items appropriate for that type of artisan’s tools with a total value of up to 1d12+4 gp, or twice that much on a natural 20. On a failure, you can still produce items with total value of up to half that amount, unless you fail by 5 or more, in which case you fail to produce anything of value that day.</p><p></p><p>You can work on an item over the course of multiple days, adding together any gp value you did not spend crafting other items together until you reach the total cost of the item you wish to craft. Additionally, any number of characters can work together on crafting an item, provided they all have the necessary tool proficiency to craft the item in question.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9420671, member: 6779196"] I’d make it a bit simpler. Personally I’m a big fan of [dice code] progress on a success, twice that much on a natural 20, half that much on a failure, none on a failure by 5 or more. We want the baseline to be 10 gp of progress per day, so that should be the mean result of a crafting attempt, assuming average stats - a poor crafter will make slower progress and an expert will make faster progress. I like your DCs of 10 for common items increasing by 5 for each rarity category above common. I’m going to work with common as the baseline, since magic item crafting will likely be the domain of the DMG. [spoiler]So, assuming proficiency but not expertise, a 16 in the relevant ability score, and advantage on the roll since that’s now standard for having proficiency in both a relevant skill and tool, we have a 9.75% chance of a natural 20 and a 4% chance of a failure, with a 0% chance of failing by 5 or more on a DC 10 check, leaving is with an 86.25% chance of a normal success. So, if we want the average result of our dice code to be 10 we need to solve for 0.8625X + 0.195X + 0.02X = 10. Simplifying, we get X = 1.0775 * 10, or X = 10.775. We really don’t want players to have much risk of spending more money on materials for a day of crafting than they make on that day, so I’m thinking our dice code should have a floor of 5 gp of progress. That way unless you’re crafting “above your weight class,” you’ll always at least break even from a day of crafting. 1d12+4 gives us the 5 gp minimum and an average of 10.5, very close to our 10.775 target.[/spoiler] Spoilering the math talk, but by my calculations we end up with something the following rule: To spend a day of downtime crafting, spend 5 gp on materials (4 gp if you have the Crafter Feat) and make a DC 10 check with a set of artisan’s tools you’re proficient with (with advantage if you’re also proficient with a relevant skill). On a success, you can produce any number of common items appropriate for that type of artisan’s tools with a total value of up to 1d12+4 gp, or twice that much on a natural 20. On a failure, you can still produce items with total value of up to half that amount, unless you fail by 5 or more, in which case you fail to produce anything of value that day. You can work on an item over the course of multiple days, adding together any gp value you did not spend crafting other items together until you reach the total cost of the item you wish to craft. Additionally, any number of characters can work together on crafting an item, provided they all have the necessary tool proficiency to craft the item in question. [/QUOTE]
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