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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Logical, usable and simple craft rules!
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<blockquote data-quote="Herzog" data-source="post: 4788060" data-attributes="member: 25696"><p>Short: these rules allow crafting to replace cost, within limits, and without stepping too far away from the original rules.</p><p></p><p>Intro:</p><p>I've been thinking about the craft rules a lot, mostly because I play an artificer that wants to craft magic items, and in most cases also wants to Craft the base items needed for his magic items.</p><p></p><p>The gigantic difference between mundane crafting and magic item crafting becomes really obvious when you realise you have to spent about 8 months crafting your armor, only to add a magic bonus in one day. Until, of course, you get access to Fabricate, in which case you can craft an armor in one second instead of 8 months.</p><p></p><p>Then there is the rediculous notion that items take longer to craft if the price is higher, even if the price of the item is largely in the materials (gold cannonball?), and the fact that items with a higher DC can be crafted faster than items with a low DC!</p><p></p><p>So, I tried to come up with something that is not too complicated, but allows for some flexibility, and most of all, allows the craft skill to be used for what it was meant to do (IMO): allow characters to put some imagination and personal touch to their equipment, or build something themselves when the item is not available due to limited availability of actual craftsmen.</p><p></p><p>Enough introduction. My (simple) set of craft rules, for your merciless comments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Edit: please people, I'd appreciate some comments, be they 'yes!', 'no way!' or 'meh'. Anything to get a feeling for where i'm standing with these rules before I try to introduce them as DM and/or try to convince my DM to use them.</p></blockquote><p></p>
[QUOTE="Herzog, post: 4788060, member: 25696"] Short: these rules allow crafting to replace cost, within limits, and without stepping too far away from the original rules. Intro: I've been thinking about the craft rules a lot, mostly because I play an artificer that wants to craft magic items, and in most cases also wants to Craft the base items needed for his magic items. The gigantic difference between mundane crafting and magic item crafting becomes really obvious when you realise you have to spent about 8 months crafting your armor, only to add a magic bonus in one day. Until, of course, you get access to Fabricate, in which case you can craft an armor in one second instead of 8 months. Then there is the rediculous notion that items take longer to craft if the price is higher, even if the price of the item is largely in the materials (gold cannonball?), and the fact that items with a higher DC can be crafted faster than items with a low DC! So, I tried to come up with something that is not too complicated, but allows for some flexibility, and most of all, allows the craft skill to be used for what it was meant to do (IMO): allow characters to put some imagination and personal touch to their equipment, or build something themselves when the item is not available due to limited availability of actual craftsmen. Enough introduction. My (simple) set of craft rules, for your merciless comments :) Edit: please people, I'd appreciate some comments, be they 'yes!', 'no way!' or 'meh'. Anything to get a feeling for where i'm standing with these rules before I try to introduce them as DM and/or try to convince my DM to use them. [/QUOTE]
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Logical, usable and simple craft rules!
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