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I Hate Appraise
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<blockquote data-quote="amwest" data-source="post: 2340808" data-attributes="member: 15558"><p><strong>Appraise and Craft</strong></p><p></p><p>I thought more about how appraise should work, and came up with the following... also some thoughts on Craft...</p><p></p><p>APPRAISE</p><p></p><p>I think Appraise should have set DCs for different valued items.</p><p>For example:</p><p></p><p>DC 10 <10 GP</p><p>DC 15 <100 GP</p><p>DC 20 <1000 GP</p><p>DC 25 <10,000 GP</p><p>DC 30 <100,000 GP</p><p></p><p>I'd have to look at the average values for treasure found at</p><p>different levels to make sure that someone maxing the appraise skill</p><p>was able to identify most level appropriate treasure, but I think</p><p>this is pretty close to correct. (You can't take 20 on Appraise.)</p><p></p><p>I think following other skills for failure consequences would be</p><p>good. Failure would mean you are unsure of its value. Failure by</p><p>more than 5 would lead to concluding that it is worth some set</p><p>difference, like 50% or 10% of its actual value.</p><p></p><p>Since players could take 10 for most items they find, this would</p><p>serve to make low-level (uninteresting) treasure easily and</p><p>comfortably identified when discovered. But, when the party finds</p><p>higher value treasures, a little time spent examining to them could</p><p>come into play. This seems like a good balance.</p><p></p><p>CRAFT</p><p></p><p>The crafting system is also abysmal, it takes pretty much forever to</p><p>craft anything of use. I realize this was done to keep a consistent</p><p>game economy with Profession and Perform skills, but I think fun and</p><p>efficicency have been sacrificed for an overly heavy dose of realism.</p><p></p><p>With that in mind, the Magic Item crafting feats seem to work very</p><p>well. The solution I have been using in my campaigns is to allow a</p><p>player, with a successful craft check, to make 100 GP worth of</p><p>production per week. This allows for creation of standard-value</p><p>items on a plausible time scale.</p></blockquote><p></p>
[QUOTE="amwest, post: 2340808, member: 15558"] [b]Appraise and Craft[/b] 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. [/QUOTE]
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