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Low Magic: Craft Magic
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1966770" data-attributes="member: 94"><p>On the whole, I like it, but a couple of things jump out at me:</p><p></p><p></p><p></p><p>The Craft skill already assumes Time into the equation. A Craft check represents one week, and by monkeying with it you increase the value of higher ranks exponentially. You could make Crafting happen faster, but you should simply standardize it-- a Craft check represents one day, for example (although that is way too fast and would do funny things to your economy).</p><p></p><p>Put another way, a person with a high Craft skill already Crafts more quickly-- he rolls higher and builds up "completion" faster. If he builds up more "completion" than needed for the task, the duration of the Craft check is reduced accordingly. There's no need to <em>also</em> allow him to make more rolls.</p><p></p><p>What I am saying is that I would avoid having the way the Craft skill actually works be different for different people based on the number of ranks achieved. Think of it as a single function into which the # of ranks (or the result achieved) can be plugged. Changing the function based on the number of ranks twists the effect (usually exponentially).</p><p></p><p></p><p></p><p>You've overbalanced this, I think. Keep in mind you've already got a limiter built in if you want it: The Craft skill itself. Someone with Craft: seamstress may be able to make that hat, but isn't going to be much use when you want a magic amulet or staff.</p><p></p><p>A single Item Creation feat whose maximum effect is based on the number of ranks achieved is cleaner and more realistic-- unless you want to discourage PCs from making magic items.</p><p></p><p>But if that's the case, just don't let them do it and you save yourself a lot of time creating feats no-one will ever take and rules no one will ever use-- I'd rather seek out a master craftsman or wait to find a magic item, than waste 3 feats mastering a single facet of item creation.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1966770, member: 94"] On the whole, I like it, but a couple of things jump out at me: The Craft skill already assumes Time into the equation. A Craft check represents one week, and by monkeying with it you increase the value of higher ranks exponentially. You could make Crafting happen faster, but you should simply standardize it-- a Craft check represents one day, for example (although that is way too fast and would do funny things to your economy). Put another way, a person with a high Craft skill already Crafts more quickly-- he rolls higher and builds up "completion" faster. If he builds up more "completion" than needed for the task, the duration of the Craft check is reduced accordingly. There's no need to [i]also[/i] allow him to make more rolls. What I am saying is that I would avoid having the way the Craft skill actually works be different for different people based on the number of ranks achieved. Think of it as a single function into which the # of ranks (or the result achieved) can be plugged. Changing the function based on the number of ranks twists the effect (usually exponentially). You've overbalanced this, I think. Keep in mind you've already got a limiter built in if you want it: The Craft skill itself. Someone with Craft: seamstress may be able to make that hat, but isn't going to be much use when you want a magic amulet or staff. A single Item Creation feat whose maximum effect is based on the number of ranks achieved is cleaner and more realistic-- unless you want to discourage PCs from making magic items. But if that's the case, just don't let them do it and you save yourself a lot of time creating feats no-one will ever take and rules no one will ever use-- I'd rather seek out a master craftsman or wait to find a magic item, than waste 3 feats mastering a single facet of item creation. Wulf [/QUOTE]
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