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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Logical, usable and simple craft rules!
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<blockquote data-quote="Cicciograna" data-source="post: 4804232" data-attributes="member: 58425"><p>Reading this post, I got inspiration for a simpler Craft system that you could like: when your character wants to craft something, the DM sets the DC and the PC makes the roll: he subtracts the DC from his result and saves this number in a sort of <em>completion pool</em>; each roll represents the work made in the standard 8 hours; he must take additional rolls on additional days until the value of the pool equals or exceeds the Craft DC.</p><p>For example...</p><p></p><p></p><p></p><p>With this method, the crafter could have safely done the masterwork component taking 10 for 10 days (22[Check]-20[DC]=2[Pool increment/day], 20[DC]/2=10[Days]); the banded mail armor has a Craft DC of 16 so, taking 10 every day, Roland would craft it in less than 3 days of work (22[Check]-16[DC]=6[Pool/day], 16[DC]/6 ~< 3[Days]): this means that the masterwork suit of banded mail is ready in about 13 days, which is fully acceptable in the D&D time scale (at the obvious expenses of realism - but this is another story).</p><p></p><p>Of course, this caluclation assumes that Roland has paused all of his pending tasks to work at the armor, as he spends his every day 8 hours of work on said armor: this is not entirely consistent, as a smith would have other urgencies, other simpler armor to craft or repair, everyday tools to craft for townsfolk or sort. This means that, for example, he can work to the suit of armor only 4 hours, which means that he must halve every day the number of point that he puts in his completion pool (meaning that, taking 10,he would end the masterwork part in 20 days).</p><p></p><p>You could adjust the DC as you see fit: for example, working with uncommon material, such as when making a gold armor, adds 1 to the DC, while really strange material, such as Astral Shadow Iron, adds a +2 or +3 to the DC.</p><p></p><p>With this system, simple objects tend to be completed more quickly. For example, a 1st level apprentice crafter with a Craft bonus of +8 making a wooden spoon (DC 5), taking 10 would have a pool of 18, the difference would be of 13, which means he would craft the object in about 3 hours (18[Check]-5[DC]=13[Pool/day], 5[DC]/13 ~ 0.4[Days]: as a day of work is 8 hours, he spends 0.4x8[Hours] ~ 3[Hours]): this is not so weird...</p><p>Said apprentice crafter would make a crossbow (DC 15) in about five working days (18[Check]-15[DC]=3[Pool/day], and 15[DC]/3=5[Days]), assuming a complete focus on the crossbow from the builder. A masterwork mighty (+4) composite longbow would be really difficult to be built by this apprentice, while a more skilled artisan would build it in few days without problems.</p><p></p><p>I think this system is simple to manage and quick, with regards to D&D time scale. Tell me what you think about it.</p></blockquote><p></p>
[QUOTE="Cicciograna, post: 4804232, member: 58425"] Reading this post, I got inspiration for a simpler Craft system that you could like: when your character wants to craft something, the DM sets the DC and the PC makes the roll: he subtracts the DC from his result and saves this number in a sort of [I]completion pool[/I]; each roll represents the work made in the standard 8 hours; he must take additional rolls on additional days until the value of the pool equals or exceeds the Craft DC. For example... With this method, the crafter could have safely done the masterwork component taking 10 for 10 days (22[Check]-20[DC]=2[Pool increment/day], 20[DC]/2=10[Days]); the banded mail armor has a Craft DC of 16 so, taking 10 every day, Roland would craft it in less than 3 days of work (22[Check]-16[DC]=6[Pool/day], 16[DC]/6 ~< 3[Days]): this means that the masterwork suit of banded mail is ready in about 13 days, which is fully acceptable in the D&D time scale (at the obvious expenses of realism - but this is another story). Of course, this caluclation assumes that Roland has paused all of his pending tasks to work at the armor, as he spends his every day 8 hours of work on said armor: this is not entirely consistent, as a smith would have other urgencies, other simpler armor to craft or repair, everyday tools to craft for townsfolk or sort. This means that, for example, he can work to the suit of armor only 4 hours, which means that he must halve every day the number of point that he puts in his completion pool (meaning that, taking 10,he would end the masterwork part in 20 days). You could adjust the DC as you see fit: for example, working with uncommon material, such as when making a gold armor, adds 1 to the DC, while really strange material, such as Astral Shadow Iron, adds a +2 or +3 to the DC. With this system, simple objects tend to be completed more quickly. For example, a 1st level apprentice crafter with a Craft bonus of +8 making a wooden spoon (DC 5), taking 10 would have a pool of 18, the difference would be of 13, which means he would craft the object in about 3 hours (18[Check]-5[DC]=13[Pool/day], 5[DC]/13 ~ 0.4[Days]: as a day of work is 8 hours, he spends 0.4x8[Hours] ~ 3[Hours]): this is not so weird... Said apprentice crafter would make a crossbow (DC 15) in about five working days (18[Check]-15[DC]=3[Pool/day], and 15[DC]/3=5[Days]), assuming a complete focus on the crossbow from the builder. A masterwork mighty (+4) composite longbow would be really difficult to be built by this apprentice, while a more skilled artisan would build it in few days without problems. I think this system is simple to manage and quick, with regards to D&D time scale. Tell me what you think about it. [/QUOTE]
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Logical, usable and simple craft rules!
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