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<blockquote data-quote="Mynex" data-source="post: 1879293" data-attributes="member: 2136"><p>Lots of good thoughts. Simple solution (above and beyond the feats bit, which I already have - but it's nice to get confirmation, thanks! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p><p></p><p>DC = CR for building things. </p><p></p><p>This allows you the ability to 'award' XP's for 'tougher fights' (And if you've ever built _anything_ it's a fight... "*mutters* Stupid piece of wood, why can't you be straight instead of 1/3 in shorter on that side" *grin*) and cut down XP's for 'simpler fights'.</p><p></p><p>Couple things to consider with this;</p><p>1. "help bonus to hit a DC" - normally this is a '1 person can add +2 to help you accomplish X" - Which still applies, but expand this to a 'group of helpers' with synergy bonus style help. i.e. - skill ranks 1-4 = +1 bonus, 5-9 = +2, etc... So I have a Grandmaster (figure 18 int/wis) +4 base bonus, he's level 16, so max skill is 20 + 4 = 24. Spiffy. So now I have 3 groups that are 'helping him with a project, Group 1 = Masters (14 ave skill rank = +3 bonus), Group 2 = Masters (16 ave skill rank = +4 bonus), and group 3 Grandmasters = 20 ave skill rank = +5 bonus).</p><p></p><p>Per the rules, you can only have "1 assist" in getting a bonus to DC, so expanding the rules to encompass what we're discussing, the "lead Grandmaster" chooses the group 3 (Grandmasters) for the +5 bonus... so he starts with a base 29 to his total DC - if he 'takes 10' (and we need to break into a discussion over this - taking 10 is BS for building something that requires groups of people to do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) his starting base is 39... so he can range from a 40 to a 59 target DC.</p><p></p><p>2. "Groups" - as I've defined them, a 'group' of helpers is 5-20 (5d4 to randomnly determine if you like. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). Any less than 5 and it's not a group any more than 20 and you start getting into 'too many cooks' syndrome... There's also a guideline to how many 'helpers' a particular rank is allowed - for simplicities sake (HA! Like we're being simple here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) I equate it as 1 bought rank = 1 helper. </p><p></p><p>This is nice and tidy, as it allows the low level craftsman to take on apprentices/helpers/whatever... If I'm a fletcher in the middle of nowehere, and I have bought 2 ranks in fletching, then I can take on 2 helpers... My stat bonus (if any) just means that I have an intuitive feel for the craft.</p><p></p><p>This also gives us a base to work from to calculate out how much per week I'm paying in expenses for these helpers. Remeber, a lot of times there was a fee that a parent had to pay a tradesman to take on an apprentice - this was done to offset the costs associated with getting someone set up in a craft and tools (Food/lodging was usually part of the deal for the master to have his slave labor, er, apprentice on hand at all times).</p><p></p><p>Painandgreed - this is an excellent conversation. You've already helped me refine some of my writings for my book. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Drop me a private email and I'll happily give you a line in the credits (and pick your brain some more. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p></blockquote><p></p>
[QUOTE="Mynex, post: 1879293, member: 2136"] Lots of good thoughts. Simple solution (above and beyond the feats bit, which I already have - but it's nice to get confirmation, thanks! :D). DC = CR for building things. This allows you the ability to 'award' XP's for 'tougher fights' (And if you've ever built _anything_ it's a fight... "*mutters* Stupid piece of wood, why can't you be straight instead of 1/3 in shorter on that side" *grin*) and cut down XP's for 'simpler fights'. Couple things to consider with this; 1. "help bonus to hit a DC" - normally this is a '1 person can add +2 to help you accomplish X" - Which still applies, but expand this to a 'group of helpers' with synergy bonus style help. i.e. - skill ranks 1-4 = +1 bonus, 5-9 = +2, etc... So I have a Grandmaster (figure 18 int/wis) +4 base bonus, he's level 16, so max skill is 20 + 4 = 24. Spiffy. So now I have 3 groups that are 'helping him with a project, Group 1 = Masters (14 ave skill rank = +3 bonus), Group 2 = Masters (16 ave skill rank = +4 bonus), and group 3 Grandmasters = 20 ave skill rank = +5 bonus). Per the rules, you can only have "1 assist" in getting a bonus to DC, so expanding the rules to encompass what we're discussing, the "lead Grandmaster" chooses the group 3 (Grandmasters) for the +5 bonus... so he starts with a base 29 to his total DC - if he 'takes 10' (and we need to break into a discussion over this - taking 10 is BS for building something that requires groups of people to do. :p) his starting base is 39... so he can range from a 40 to a 59 target DC. 2. "Groups" - as I've defined them, a 'group' of helpers is 5-20 (5d4 to randomnly determine if you like. :p). Any less than 5 and it's not a group any more than 20 and you start getting into 'too many cooks' syndrome... There's also a guideline to how many 'helpers' a particular rank is allowed - for simplicities sake (HA! Like we're being simple here. :p) I equate it as 1 bought rank = 1 helper. This is nice and tidy, as it allows the low level craftsman to take on apprentices/helpers/whatever... If I'm a fletcher in the middle of nowehere, and I have bought 2 ranks in fletching, then I can take on 2 helpers... My stat bonus (if any) just means that I have an intuitive feel for the craft. This also gives us a base to work from to calculate out how much per week I'm paying in expenses for these helpers. Remeber, a lot of times there was a fee that a parent had to pay a tradesman to take on an apprentice - this was done to offset the costs associated with getting someone set up in a craft and tools (Food/lodging was usually part of the deal for the master to have his slave labor, er, apprentice on hand at all times). Painandgreed - this is an excellent conversation. You've already helped me refine some of my writings for my book. :) Drop me a private email and I'll happily give you a line in the credits (and pick your brain some more. :D). [/QUOTE]
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