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<blockquote data-quote="Pergentile" data-source="post: 5517922" data-attributes="member: 6671368"><p>Just because a person posts very little, doesn't mean you should try to add extra meaning to what they say. Sometimes advice of a single word can be better then a paragraph of explanation.</p><p></p><p>If you willingly add 10 to the DC of an item, it is considered fast crafting, and allows you to craft items much more quickly assuming you have a high enough rank in the Skill. One can also add 20 to the DC if they are very confident. There are also so many ways to boost a skill, that needing a home-brew rule to allow players to 'take 10' is moot. Increase your score in that skill by 9, and suddenly even a roll of 1 becomes a 10.</p><p></p><p>Increasing the DC will either cause the player to mess up enough to realize that sometimes, the result is worth the time you put into it. Failing their craft check gives them a serious penalty for attempting to rush things that aren't meant to be rushed.</p><p>Besides that though, the juicy part of crafting is the high risk/high reward aspect of it. A player can quickly craft something that would normally be unavailable to him because of the amount of wealth he has, but he can also ruin the wealth he does have. To change the skill as you have done is nearly the same as flat out removing it, with a bit of a facade to cover it up.</p><p></p><p>In the end though, I really don't see how Craft checks would need to be speeded up. You simply have the Craft skill printed out on a page for quick reference, then just rapid-fire the roles until its finished or you no longer have the funds for it. There is no reason a player can't make a month of roles at the END of that month in town, all at once, to keep it from interrupting other things in your campaign.</p><p></p><p>Edit: Dm says "You have flooded the market with so much salt, that it is now almost worthless. You also produced such a mass of Iron, but in a country abundant with mines rich in Iron, it is almost worthless, as the cost of transporting it would outweight the gain from selling it."</p><p>This is what we call creative/improvising DMing, where you control the situation and variables using tools available to only you, that your players have absolutely no say in. To keep a player from Metagaming this idea, say that if he wants his character to think of "creative uses" for his spells, he will have to devote one hour each night to "theorizing and thought", and would have to make Intelligence checks each night, and would not think of the "Flesh to Salt on a cow" idea until he managed to pass a DC of 25 or 30.</p></blockquote><p></p>
[QUOTE="Pergentile, post: 5517922, member: 6671368"] Just because a person posts very little, doesn't mean you should try to add extra meaning to what they say. Sometimes advice of a single word can be better then a paragraph of explanation. If you willingly add 10 to the DC of an item, it is considered fast crafting, and allows you to craft items much more quickly assuming you have a high enough rank in the Skill. One can also add 20 to the DC if they are very confident. There are also so many ways to boost a skill, that needing a home-brew rule to allow players to 'take 10' is moot. Increase your score in that skill by 9, and suddenly even a roll of 1 becomes a 10. Increasing the DC will either cause the player to mess up enough to realize that sometimes, the result is worth the time you put into it. Failing their craft check gives them a serious penalty for attempting to rush things that aren't meant to be rushed. Besides that though, the juicy part of crafting is the high risk/high reward aspect of it. A player can quickly craft something that would normally be unavailable to him because of the amount of wealth he has, but he can also ruin the wealth he does have. To change the skill as you have done is nearly the same as flat out removing it, with a bit of a facade to cover it up. In the end though, I really don't see how Craft checks would need to be speeded up. You simply have the Craft skill printed out on a page for quick reference, then just rapid-fire the roles until its finished or you no longer have the funds for it. There is no reason a player can't make a month of roles at the END of that month in town, all at once, to keep it from interrupting other things in your campaign. Edit: Dm says "You have flooded the market with so much salt, that it is now almost worthless. You also produced such a mass of Iron, but in a country abundant with mines rich in Iron, it is almost worthless, as the cost of transporting it would outweight the gain from selling it." This is what we call creative/improvising DMing, where you control the situation and variables using tools available to only you, that your players have absolutely no say in. To keep a player from Metagaming this idea, say that if he wants his character to think of "creative uses" for his spells, he will have to devote one hour each night to "theorizing and thought", and would have to make Intelligence checks each night, and would not think of the "Flesh to Salt on a cow" idea until he managed to pass a DC of 25 or 30. [/QUOTE]
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