Appraise and Craft
I thought more about how appraise should work, and came up with the following... also some thoughts on Craft...
APPRAISE
I think Appraise should have set DCs for different valued items.
For example:
DC 10 <10 GP
DC 15 <100 GP
DC 20 <1000 GP
DC 25 <10,000 GP
DC 30 <100,000 GP
I'd have to look at the average values for treasure found at
different levels to make sure that someone maxing the appraise skill
was able to identify most level appropriate treasure, but I think
this is pretty close to correct. (You can't take 20 on Appraise.)
I think following other skills for failure consequences would be
good. Failure would mean you are unsure of its value. Failure by
more than 5 would lead to concluding that it is worth some set
difference, like 50% or 10% of its actual value.
Since players could take 10 for most items they find, this would
serve to make low-level (uninteresting) treasure easily and
comfortably identified when discovered. But, when the party finds
higher value treasures, a little time spent examining to them could
come into play. This seems like a good balance.
CRAFT
The crafting system is also abysmal, it takes pretty much forever to
craft anything of use. I realize this was done to keep a consistent
game economy with Profession and Perform skills, but I think fun and
efficicency have been sacrificed for an overly heavy dose of realism.
With that in mind, the Magic Item crafting feats seem to work very
well. The solution I have been using in my campaigns is to allow a
player, with a successful craft check, to make 100 GP worth of
production per week. This allows for creation of standard-value
items on a plausible time scale.
I thought more about how appraise should work, and came up with the following... also some thoughts on Craft...
APPRAISE
I think Appraise should have set DCs for different valued items.
For example:
DC 10 <10 GP
DC 15 <100 GP
DC 20 <1000 GP
DC 25 <10,000 GP
DC 30 <100,000 GP
I'd have to look at the average values for treasure found at
different levels to make sure that someone maxing the appraise skill
was able to identify most level appropriate treasure, but I think
this is pretty close to correct. (You can't take 20 on Appraise.)
I think following other skills for failure consequences would be
good. Failure would mean you are unsure of its value. Failure by
more than 5 would lead to concluding that it is worth some set
difference, like 50% or 10% of its actual value.
Since players could take 10 for most items they find, this would
serve to make low-level (uninteresting) treasure easily and
comfortably identified when discovered. But, when the party finds
higher value treasures, a little time spent examining to them could
come into play. This seems like a good balance.
CRAFT
The crafting system is also abysmal, it takes pretty much forever to
craft anything of use. I realize this was done to keep a consistent
game economy with Profession and Perform skills, but I think fun and
efficicency have been sacrificed for an overly heavy dose of realism.
With that in mind, the Magic Item crafting feats seem to work very
well. The solution I have been using in my campaigns is to allow a
player, with a successful craft check, to make 100 GP worth of
production per week. This allows for creation of standard-value
items on a plausible time scale.