Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you handle Craft (trapmaking)?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jodyjohnson" data-source="post: 1968686" data-attributes="member: 5590"><p>If you use Craft (Poison) from CV it adds two more categories of material ratio and a new work/week value.</p><p></p><p>Combined with normal crafting that would give 3 categories of material cost/market cost and two categories for work/week.</p><p></p><p>Combining them in a matrix would give 6 ways of dealing with crafting as a whole</p><p></p><p></p><p>1/6 material cost, silver pieces per week</p><p>For common high demand items with easily accessible/cheap materials and mostly labor costs (basketweaving, woodcarving, etc.)</p><p></p><p>1/6 material cost, gold pieces per week</p><p>For rare specialized items with easily accessible/cheap material and mostly labor costs (simple traps, pits, animal based toxins, herbal toxins, etc.)</p><p></p><p>1/3 material cost, silver pieces per week</p><p>(This is the core crafting mechanic)</p><p>The majority of normal items with normal demand and average availability of materials</p><p></p><p>1/3 material cost, gold pieces per week</p><p>For specialized items with average availability but the price is determined mostly by rarity (valuable metal light jewelry without precious stones, low value gem cutting, complex traps, etc.)</p><p></p><p>3/4 material cost, silver pieces per week</p><p>For common high demand items with minimal labor costs compared to the material costs (cooked meats, basic/simple carpentry, etc.)</p><p></p><p>3/4 material cost, gold pieces per week</p><p>For specialized items where most of the value is in materials (elaborate traps, large heavy jewelry, larger gems, exotic poisons, etc.)</p><p></p><p></p><p></p><p>You could then break out each specific craft into a material ratio (1/6, 1/3, 3/4) and cost multiplier (normal=silver, x10=gold).</p><p></p><p>While normal weapons and armor would be (1/3, normal) if they were made of a material that increases the value by x10 or more than I would go (3/4, x10) for crafting (mithril or adamantine)</p><p></p><p>CV splits poison into (1/6,x10) and (3/4,x10).</p><p></p><p>Trapmaking could be (1/6,x10) or (1/3, x10), or (3/4, x10) depending on what materials were needed.</p><p></p><p>Jewelry might split between (1/3, x10) for low value items and (3/4, x10) for high value items.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 1968686, member: 5590"] If you use Craft (Poison) from CV it adds two more categories of material ratio and a new work/week value. Combined with normal crafting that would give 3 categories of material cost/market cost and two categories for work/week. Combining them in a matrix would give 6 ways of dealing with crafting as a whole 1/6 material cost, silver pieces per week For common high demand items with easily accessible/cheap materials and mostly labor costs (basketweaving, woodcarving, etc.) 1/6 material cost, gold pieces per week For rare specialized items with easily accessible/cheap material and mostly labor costs (simple traps, pits, animal based toxins, herbal toxins, etc.) 1/3 material cost, silver pieces per week (This is the core crafting mechanic) The majority of normal items with normal demand and average availability of materials 1/3 material cost, gold pieces per week For specialized items with average availability but the price is determined mostly by rarity (valuable metal light jewelry without precious stones, low value gem cutting, complex traps, etc.) 3/4 material cost, silver pieces per week For common high demand items with minimal labor costs compared to the material costs (cooked meats, basic/simple carpentry, etc.) 3/4 material cost, gold pieces per week For specialized items where most of the value is in materials (elaborate traps, large heavy jewelry, larger gems, exotic poisons, etc.) You could then break out each specific craft into a material ratio (1/6, 1/3, 3/4) and cost multiplier (normal=silver, x10=gold). While normal weapons and armor would be (1/3, normal) if they were made of a material that increases the value by x10 or more than I would go (3/4, x10) for crafting (mithril or adamantine) CV splits poison into (1/6,x10) and (3/4,x10). Trapmaking could be (1/6,x10) or (1/3, x10), or (3/4, x10) depending on what materials were needed. Jewelry might split between (1/3, x10) for low value items and (3/4, x10) for high value items. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do you handle Craft (trapmaking)?
Top