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*Pathfinder & Starfinder
Fix for Craft Skill
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<blockquote data-quote="Spatzimaus" data-source="post: 349938" data-attributes="member: 3051"><p>(a bit long)</p><p></p><p>I was trying to overhaul Craft skills, too, because of the Fabricate power/spell (which in its written form lets you make Crafted items instantly). The problem was, well, look at swords. A masterwork one is DC 20. So, thanks to that spell, I could take a block of Adamantite and instantly make a nice sword just by Taking 10, if I had enough skill ranks to get a +10 bonus. Or Mithril, or Flowstone, or Gartine, or whatever other material you can think of, it's all DC 20.</p><p></p><p>I don't think the problem is crafting time, it's that the core rules don't handle exotic materials well. On this board about a year ago, we came up with a nice system for materials. Basically, each type of metal had its own DC modifier, cost multiplier, etc. Let's say I wanted to make a Mithril Longsword. Take the base DC for the sword (let's say 17; use the numbers in the PHB but tweak a few), add the Mithril DC modifier (+6), and it's now DC 23. Mithril might have a Cost Multiplier of 30, so now you can use the existing rules. "Masterwork" can either be just a name for anything Fine Steel or better, or you could add it as a Quality modifier (DC+3, cost higher) and say that magical items need Masterwork Quality.</p><p></p><p>But you were also talking about more complex stuff, like Shipbuilding. There, I think the solution is just a lot of synergy bonuses. Craft: Tailor? Sure, also carpenter or blacksmith. Profession: Sailor, Knowledge: Engineering, whatever you can reasonably justify as being useful. If they have 1-3 ranks give them a +1, if they have 4-9 give a +2, 10 or more gives a +3. It'll add up.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 349938, member: 3051"] (a bit long) I was trying to overhaul Craft skills, too, because of the Fabricate power/spell (which in its written form lets you make Crafted items instantly). The problem was, well, look at swords. A masterwork one is DC 20. So, thanks to that spell, I could take a block of Adamantite and instantly make a nice sword just by Taking 10, if I had enough skill ranks to get a +10 bonus. Or Mithril, or Flowstone, or Gartine, or whatever other material you can think of, it's all DC 20. I don't think the problem is crafting time, it's that the core rules don't handle exotic materials well. On this board about a year ago, we came up with a nice system for materials. Basically, each type of metal had its own DC modifier, cost multiplier, etc. Let's say I wanted to make a Mithril Longsword. Take the base DC for the sword (let's say 17; use the numbers in the PHB but tweak a few), add the Mithril DC modifier (+6), and it's now DC 23. Mithril might have a Cost Multiplier of 30, so now you can use the existing rules. "Masterwork" can either be just a name for anything Fine Steel or better, or you could add it as a Quality modifier (DC+3, cost higher) and say that magical items need Masterwork Quality. But you were also talking about more complex stuff, like Shipbuilding. There, I think the solution is just a lot of synergy bonuses. Craft: Tailor? Sure, also carpenter or blacksmith. Profession: Sailor, Knowledge: Engineering, whatever you can reasonably justify as being useful. If they have 1-3 ranks give them a +1, if they have 4-9 give a +2, 10 or more gives a +3. It'll add up. [/QUOTE]
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Fix for Craft Skill
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