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<blockquote data-quote="Conaill" data-source="post: 997269" data-attributes="member: 1264"><p><strong>Re: Re: Re: Re: Re: Yes, it's whack!</strong></p><p></p><p></p><p>Except that costs for special materials do not affect the crafting time for the base item. It's not stated in so many words (and definitely not under the Craft skill <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" />), but this is pretty clear from the Special Materials section.</p><p></p><p>It may need a little common sense interpretation, but I've never met a DM that ruled it any other way. I stand behind my earlier statement that the "platinum sphere" is just a straw man argument...</p><p></p><p>Well, <em>that</em> part I've explained several times on thses boards, and actually makes a lot of sense. In fact, you own system works almost exactly the same!</p><p></p><p>Pick two items from your own list that have the same market price, but have a different difficulty level... which one takes longer to make? I bet it will be the easier one. If the *harder* one would also take *longer* to make, obviously it would have to have a much higher price than the easy one! The only way you could have two items with equal market value but different DC is if the higher DC one took less long to make.</p><p></p><p>The confusion lies in the fact that D&D start with a table of market prices for standard items. This is entirely practical in a game where 99% of the players simply dont <em>care</em> how something is made and how long it takes to make it. The problem is that they then needed a simple method to "reverse engineer" the crafting process to match the list price.</p><p></p><p>In reality, the time to craft is obviously not determined by the market price. Rather, it is the market price which is determined by the time to craft, using a formula such as</p><p></p><p>Price = Effort * Time</p><p></p><p>...just as in your own method. However, if you have to deal with a table of fixed market prices, and you want to reverse engineer how long it takes to craft an item with a certain DC, This formula turns into:</p><p></p><p>Time = Price / Effort</p><p></p><p>It all makes sense, as long as you look at it the correct way, i.e. <em>backwards</em>! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Conaill, post: 997269, member: 1264"] [b]Re: Re: Re: Re: Re: Yes, it's whack![/b] Except that costs for special materials do not affect the crafting time for the base item. It's not stated in so many words (and definitely not under the Craft skill :rolleyes:), but this is pretty clear from the Special Materials section. It may need a little common sense interpretation, but I've never met a DM that ruled it any other way. I stand behind my earlier statement that the "platinum sphere" is just a straw man argument... Well, [i]that[/i] part I've explained several times on thses boards, and actually makes a lot of sense. In fact, you own system works almost exactly the same! Pick two items from your own list that have the same market price, but have a different difficulty level... which one takes longer to make? I bet it will be the easier one. If the *harder* one would also take *longer* to make, obviously it would have to have a much higher price than the easy one! The only way you could have two items with equal market value but different DC is if the higher DC one took less long to make. The confusion lies in the fact that D&D start with a table of market prices for standard items. This is entirely practical in a game where 99% of the players simply dont [i]care[/i] how something is made and how long it takes to make it. The problem is that they then needed a simple method to "reverse engineer" the crafting process to match the list price. In reality, the time to craft is obviously not determined by the market price. Rather, it is the market price which is determined by the time to craft, using a formula such as Price = Effort * Time ...just as in your own method. However, if you have to deal with a table of fixed market prices, and you want to reverse engineer how long it takes to craft an item with a certain DC, This formula turns into: Time = Price / Effort It all makes sense, as long as you look at it the correct way, i.e. [i]backwards[/i]! ;) [/QUOTE]
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