Hi. I came here hoping to find a great big list of collected extrapolations of DCs for Crafting various things or using Professions. Looks like I'll have to start it...
So... here's some stuff I came up with based on the old Dungeoneer's Survival Guide, from AD&D 1st...
Craft/Profession DCs
Jeweler/Gem-cutter:
This profession requires a number of intricate tools. Hammers, chisels, grinding stones, and polishing cloths are required by a gem-cutter, and making jewelry requires a small forge or heated crucible and delicate metal-working tools. These tools cost 50gp. Masterwork tools cost 3,500gp, and add a +4 circumstance bonus to skill checks.
DC Gem-cutter Task:
* // Create jewelry
12 // Finish an uncut, non-crystal, ordinary gem (opal, lapis)
15 // Finish an uncut crystal, ordinary gem (diamond, emerald)
22 // Finish an exceptional uncut, non-crystal gem
25 // Finish an exceptional uncut, crystal gem
Time to finish a gem is 10 minutes for ordinary gems, 8 hours for exceptional stones. Any quiet place with a flat space and a place to sit before it will suffice for a gem-cutter to set up his tools and get to work. Failing a check by less than 4 allows a retry at –2 cumulative. Failing a check by 5 or more shatters the stone. A crystal stone shatters into d4+2 smaller stones of 1/10th the original stone’s potential value. Shattering a non-crystal gem renders it worthless except as spell components.
DC // Jewelry complexity
8 // One metal, no gems
10 // One metal, 1 gem
+4 per extra metal // Multiple metals
+2 per extra gem // Multiple gems, same type
+3 per gem type in addition to above // Multiple gem types
+5 // Moving parts (clasps, hinges)
Time to complete: DM determines value of piece, and then subtracts cost of materials. Remaining cost is labor. Each day of crafting, the Jeweler rolls vs. DC. He may attempt to rush the job by adding to the DC voluntarily. He then generates a skill total as per the Craft guidelines in the PH. His skill check’s result multiplied by the DC is the number of GP of work that has been done on the piece. A jeweler needs a dedicated workspace to perform his art. He needs a hot fire to melt metals to pour into molds or heat to enable delicate carving, a sturdy bench to mount a vise on to secure his work, and freedom from distractions.
Profession: Miner
A trained miner is part geologist, part structural engineer. 5 ranks of Knowledge: Engineering grant a +2 Synergy bonus to Mining Checks. The dwarven racial bonus to stone and metal working applies to Mining checks.
The 1st Edition AD&D supplement Dungeoneer’s Survival Guide (DSG hereafter) contains an excellent and exhaustive set of rules on running a mining operation, and only the tasks requiring a Profession: Miner check are listed below. For complete information, obtain a copy of this tome.
Prospect for minerals:
Before mining can begin, a supply of ore must be located. This requires a week of examination of a 4-mile square area (16 sq miles). This search may be repeated, but additional searches add an additional week to search time, and +2 to the DC. The miner can attempt to find a specific ore, or just search for anything at all. The search may be hurried (time halved) by adding +10 to the DC. The DCs below are subject to DM’s discretion: if the DM does not feel that a particular ore should be present in an area, then no amount of player dice-rolling will prove otherwise.
DC // Ore
10 // Found something random, roll on Table 30 of DSG, pg50.
12 // Copper
15 // Iron
20 // Silver
25 // Gold
30 // Gemstones
35 // Platinum
40 // Mithril*
50 // Adamantine**
* Mithril is only found in deep locations, generally in or close to the Underdark.
** Adamantine is only found in mineable form in the utter depths of the Underdark, usually near some powerful magical emanations, especially those caused by creatures from the Plane of Earth living nearby or a natural portal to said plane. The most common source is meteor strikes. (Author’s note: I use a home-made encounter table that includes events as well as monster and sentient encounters. Falling stars (meteors) are extremely rare events on that chart. Short of creation of such a table, falling stars are the DM’s discretion, and could make a good adventure hook, as many folk will race to the location of a fallen star to try to retrieve the precious star-metal. Generally, even being first on the scene at a meteor strike doesn’t guarantee ownership of the metal, you have to fight to keep it when everyone else shows up.)
Rules for extraction of the ore, smelting, quality, and length of production are all found in the Mining section of the DSG.
So... here's some stuff I came up with based on the old Dungeoneer's Survival Guide, from AD&D 1st...
Craft/Profession DCs
Jeweler/Gem-cutter:
This profession requires a number of intricate tools. Hammers, chisels, grinding stones, and polishing cloths are required by a gem-cutter, and making jewelry requires a small forge or heated crucible and delicate metal-working tools. These tools cost 50gp. Masterwork tools cost 3,500gp, and add a +4 circumstance bonus to skill checks.
DC Gem-cutter Task:
* // Create jewelry
12 // Finish an uncut, non-crystal, ordinary gem (opal, lapis)
15 // Finish an uncut crystal, ordinary gem (diamond, emerald)
22 // Finish an exceptional uncut, non-crystal gem
25 // Finish an exceptional uncut, crystal gem
Time to finish a gem is 10 minutes for ordinary gems, 8 hours for exceptional stones. Any quiet place with a flat space and a place to sit before it will suffice for a gem-cutter to set up his tools and get to work. Failing a check by less than 4 allows a retry at –2 cumulative. Failing a check by 5 or more shatters the stone. A crystal stone shatters into d4+2 smaller stones of 1/10th the original stone’s potential value. Shattering a non-crystal gem renders it worthless except as spell components.
DC // Jewelry complexity
8 // One metal, no gems
10 // One metal, 1 gem
+4 per extra metal // Multiple metals
+2 per extra gem // Multiple gems, same type
+3 per gem type in addition to above // Multiple gem types
+5 // Moving parts (clasps, hinges)
Time to complete: DM determines value of piece, and then subtracts cost of materials. Remaining cost is labor. Each day of crafting, the Jeweler rolls vs. DC. He may attempt to rush the job by adding to the DC voluntarily. He then generates a skill total as per the Craft guidelines in the PH. His skill check’s result multiplied by the DC is the number of GP of work that has been done on the piece. A jeweler needs a dedicated workspace to perform his art. He needs a hot fire to melt metals to pour into molds or heat to enable delicate carving, a sturdy bench to mount a vise on to secure his work, and freedom from distractions.
Profession: Miner
A trained miner is part geologist, part structural engineer. 5 ranks of Knowledge: Engineering grant a +2 Synergy bonus to Mining Checks. The dwarven racial bonus to stone and metal working applies to Mining checks.
The 1st Edition AD&D supplement Dungeoneer’s Survival Guide (DSG hereafter) contains an excellent and exhaustive set of rules on running a mining operation, and only the tasks requiring a Profession: Miner check are listed below. For complete information, obtain a copy of this tome.
Prospect for minerals:
Before mining can begin, a supply of ore must be located. This requires a week of examination of a 4-mile square area (16 sq miles). This search may be repeated, but additional searches add an additional week to search time, and +2 to the DC. The miner can attempt to find a specific ore, or just search for anything at all. The search may be hurried (time halved) by adding +10 to the DC. The DCs below are subject to DM’s discretion: if the DM does not feel that a particular ore should be present in an area, then no amount of player dice-rolling will prove otherwise.
DC // Ore
10 // Found something random, roll on Table 30 of DSG, pg50.
12 // Copper
15 // Iron
20 // Silver
25 // Gold
30 // Gemstones
35 // Platinum
40 // Mithril*
50 // Adamantine**
* Mithril is only found in deep locations, generally in or close to the Underdark.
** Adamantine is only found in mineable form in the utter depths of the Underdark, usually near some powerful magical emanations, especially those caused by creatures from the Plane of Earth living nearby or a natural portal to said plane. The most common source is meteor strikes. (Author’s note: I use a home-made encounter table that includes events as well as monster and sentient encounters. Falling stars (meteors) are extremely rare events on that chart. Short of creation of such a table, falling stars are the DM’s discretion, and could make a good adventure hook, as many folk will race to the location of a fallen star to try to retrieve the precious star-metal. Generally, even being first on the scene at a meteor strike doesn’t guarantee ownership of the metal, you have to fight to keep it when everyone else shows up.)
Rules for extraction of the ore, smelting, quality, and length of production are all found in the Mining section of the DSG.