Hello, sorry if this in the wrong place but I am new to this forum and am hoping I can post house rules I am thinking of using and get some opinions on them.
For Example I was thinking of changing the Craft skill to work as followes;
I figure that the point of craft DC's is too have a harder challenge for more complex or useful items and since you multiply the DC with your result it helps to have a higher DC too get more work done faster.
I want too cut down on the math done during a playing session while crafting and cut down on dice rolls and such. The challenge factor of the DC simply makes you have weeks of no results if you fail or lose more money. Both of these I care little about keeping track of or having.
I see it as a character could take his time and not be stressed out and always take a 10 on the check and for the sake of suspension of believe just assume you are going at a steady rate where you will careful too not make mistakes.
This all leads up to my simple mechanic of assume the DC is equal to your craft bonus +10 and multiply them too get the amount of silver pieces worth of effort you can craft in a week.
Too simply
Craft squared = Silver Pieces worth of production
You still pay 1/3 of the base price of the item and such.
So Assuming my math is correct here is an example
Example
A 1st level expert has A 14 in craft weapon smithing (10 + 4 ranks) Assuming he is slightly above average in the right stat but still a commoner using the average array he would have a 13 (+1) and assuming he has skill focus craft (weapon smiting) that raises his stat another 3 to a total of 18
Assuming he takes his time and is not stressed he can make (18 x 18 = 324 SP) a dwarven war axe (30GP) in one week, costing him 10 gold. It would take him an additional 10 weeks and 100 gold to make it masterwork.
So to order a masterwork Dwarven war axe made by a human expert blacksmith you could expect a wait of just less then three months assuming he had the materials on hand.
So in conclusion my mechanic was:
(Craft bonus +10) squared = Silver Pieces worth of production
Costing 1/3 base cost too make the item.
I would never allow a player too assume or try to convert that instantly into profit. Seeing as how you can usually only sell at 1/2 base price and I could also throw in sales tax or something too keep this mechanic for production and not profit if I needed or wanted too.
So, what is your opinion of this mechanic?
For Example I was thinking of changing the Craft skill to work as followes;
I figure that the point of craft DC's is too have a harder challenge for more complex or useful items and since you multiply the DC with your result it helps to have a higher DC too get more work done faster.
I want too cut down on the math done during a playing session while crafting and cut down on dice rolls and such. The challenge factor of the DC simply makes you have weeks of no results if you fail or lose more money. Both of these I care little about keeping track of or having.
I see it as a character could take his time and not be stressed out and always take a 10 on the check and for the sake of suspension of believe just assume you are going at a steady rate where you will careful too not make mistakes.
This all leads up to my simple mechanic of assume the DC is equal to your craft bonus +10 and multiply them too get the amount of silver pieces worth of effort you can craft in a week.
Too simply
Craft squared = Silver Pieces worth of production
You still pay 1/3 of the base price of the item and such.
So Assuming my math is correct here is an example
Example
A 1st level expert has A 14 in craft weapon smithing (10 + 4 ranks) Assuming he is slightly above average in the right stat but still a commoner using the average array he would have a 13 (+1) and assuming he has skill focus craft (weapon smiting) that raises his stat another 3 to a total of 18
Assuming he takes his time and is not stressed he can make (18 x 18 = 324 SP) a dwarven war axe (30GP) in one week, costing him 10 gold. It would take him an additional 10 weeks and 100 gold to make it masterwork.
So to order a masterwork Dwarven war axe made by a human expert blacksmith you could expect a wait of just less then three months assuming he had the materials on hand.
So in conclusion my mechanic was:
(Craft bonus +10) squared = Silver Pieces worth of production
Costing 1/3 base cost too make the item.
I would never allow a player too assume or try to convert that instantly into profit. Seeing as how you can usually only sell at 1/2 base price and I could also throw in sales tax or something too keep this mechanic for production and not profit if I needed or wanted too.
So, what is your opinion of this mechanic?