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I just found a new stupid rule!
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<blockquote data-quote="N'raac" data-source="post: 6167661" data-attributes="member: 6681948"><p>Missed that on my quick look at Craft - I was looking as it was the 3e rule. The sword itself is so trivial that making a new one once MW is a viable option seems less of a big deal.</p><p></p><p></p><p></p><p>Or maintain the current caster level, with the expectation that CL - 5, +5 for each missing prerequisite = spellcraft roll required to Take 10. </p><p></p><p>Under your system, would prerequisites be eliminated (opening up the ability to craft), would the caster need to be higher level to make up for missing prerequisites (moving items much more out of reach for a missing spell, say, or simply for crafting while on the road and wanting access to the spell slots - providing a considerable Crafting advantage to spontaneous Crafters who have the right spells - and also adding the math back in), or would the prerequisites be an absolute requirement, rather than something whose absence makes crafting more difficult? I suppose we could move prerequisites to be "the perfect tools", so you get a +2 Caster Level if you have all the right spells, instead of a penalty if you don't.</p><p></p><p></p><p></p><p>And a failed Spellcraft check at the appropriate time can also result in changes. Just like a failed Handle Animal roll to train the animal only imposes a delay (and just like I expect most trainers Take 10 anyway), a failed spellcraft roll to craft an object isn't likely to come up or cause any issues.</p><p></p><p></p><p></p><p>As noted above, I think that also means trashing prerequisites, or we're back to math. Or we could just remove the roll, caster level and prereqisites from the crafting process entirely - if you have the appropriate Craft feat, you can Craft the object, as long as you take the time and provide the gold. Or we make the process much like other Craft skills - maybe you roll vs DC (set by caster level) each day of crafting and margin of success determines your progress. Fail by too much, and you have to invest in some more materials.</p><p></p><p>There's plenty of options. Making it match mundane crafting skills has some appeal in that a higher skill roll means faster crafting, and in being consistent with the mundane Craft rules. The present system provides for a lot less rolling and mathing out times, though, although you still need to math out the time, and possibly the cost if you deviate from standard items.</p><p></p><p>Finally, how does the feat apply to only one PC? The other party members help me out when they can, so why would I not also craft items for them? Whether I charge them cost and donate my time, charge the full market rate and get paid for my time, or negotiate a split of the savings so we both win, depending on the character's mindset. Better gear for the warrior means better protection for me!</p></blockquote><p></p>
[QUOTE="N'raac, post: 6167661, member: 6681948"] Missed that on my quick look at Craft - I was looking as it was the 3e rule. The sword itself is so trivial that making a new one once MW is a viable option seems less of a big deal. Or maintain the current caster level, with the expectation that CL - 5, +5 for each missing prerequisite = spellcraft roll required to Take 10. Under your system, would prerequisites be eliminated (opening up the ability to craft), would the caster need to be higher level to make up for missing prerequisites (moving items much more out of reach for a missing spell, say, or simply for crafting while on the road and wanting access to the spell slots - providing a considerable Crafting advantage to spontaneous Crafters who have the right spells - and also adding the math back in), or would the prerequisites be an absolute requirement, rather than something whose absence makes crafting more difficult? I suppose we could move prerequisites to be "the perfect tools", so you get a +2 Caster Level if you have all the right spells, instead of a penalty if you don't. And a failed Spellcraft check at the appropriate time can also result in changes. Just like a failed Handle Animal roll to train the animal only imposes a delay (and just like I expect most trainers Take 10 anyway), a failed spellcraft roll to craft an object isn't likely to come up or cause any issues. As noted above, I think that also means trashing prerequisites, or we're back to math. Or we could just remove the roll, caster level and prereqisites from the crafting process entirely - if you have the appropriate Craft feat, you can Craft the object, as long as you take the time and provide the gold. Or we make the process much like other Craft skills - maybe you roll vs DC (set by caster level) each day of crafting and margin of success determines your progress. Fail by too much, and you have to invest in some more materials. There's plenty of options. Making it match mundane crafting skills has some appeal in that a higher skill roll means faster crafting, and in being consistent with the mundane Craft rules. The present system provides for a lot less rolling and mathing out times, though, although you still need to math out the time, and possibly the cost if you deviate from standard items. Finally, how does the feat apply to only one PC? The other party members help me out when they can, so why would I not also craft items for them? Whether I charge them cost and donate my time, charge the full market rate and get paid for my time, or negotiate a split of the savings so we both win, depending on the character's mindset. Better gear for the warrior means better protection for me! [/QUOTE]
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I just found a new stupid rule!
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