New Skill - Craft

KonfusedKarae

First Post
The one thing that I REALLY missed from 2nd/3rd/3.5 D&D, was being able to make your own items.


Here's my take on the "Craft" skill for Fourth Edition


Craft (Intelligence)
You know how to make simple items from a wide variety of materials.
Special: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
An elf has a +2 racial bonus on Craft checks that are related to creating bows (but not crossbows), due to their excellence with such weapons.

Make Item
Make a Craft check to create an item.
Make Item: Extended action.
DC: Varies depending on the task you’re attempting.
Cost: Materials costing 1/3 of the item’s value
Time Taken: The character can create (skill check) GP in items per day. If an item costs more than the skill check, then additional days of work will be required, until the item is completed.

Make Item Speedily
Make a Craft check to quickly create an item. The item made won’t be as durable as a standard item however.
Make Item: Extended action.
DC: Varies depending on the task you’re attempting.
Cost: Materials costing 1/3 of the item’s value
Time Taken: The character can create (skill check)x10 GP in items per day. If an item costs more than the skill check, then additional days of work will be required, until the item is completed.
Item Flaws: The items created speedily, will have the following flaws:
Weapons: When 1 is rolled on the attack dice, then the weapon will shatter against the opponent’s armor.
Armor: When a critical hit is made against the armor, the AC is reduced by half of the ability modifier which is added to the attack. If there is no ability modifier added to the attack, then the AC is reduced by one point. If the AC of the armor is reduced to zero, the armor is destroyed.
Shields: When a critical hit is made against the shield, the AC and addition to Reflex Defence is reduced by half of the ability modifier which is added to the attack. If there is no ability modifier added to the attack, then the AC is reduced by one point. If the AC of the shield is reduced to zero, the shield is destroyed.

Repair Item
Make a Craft check to repair damage done to item, or an item which has broken.
Make Item: Extended action.
DC: Varies depending on the task you’re attempting. (Based on item being repaired)
Cost: Materials costing 1/5 of the item’s value
Time Taken: The character can repair (skill check) GP in items per day. If repairs would cost more than the skill check, then additional days of work will be required, until the repair is finally completed.

When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

Item Craft DC
Armor or Shield 10 + AC bonus
Simple melee or ranged weapon 12
Military melee or ranged weapon 15
Superior melee or ranged weapon 18

Very simple item (wooden spoon) 5
Typical item (iron pot) 10
High-quality item (bell) 15
Complex or superior item (lock) 20
 

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I wish they will include this in an upcoming PHB. Craft is sorely missing as it fits nicely in all sorts of conceivable skill challenges.
 

I wouldn't mind having some playtested rules for crafting, but I wouldn't make it a Skill. The "Skills" in 4E are really 'stuff you pick up during a life of adventure.' Basically, every skill in the PHB is some aspect of Profession (Adventurer). Blacksmithing and bowyering don't fit in that category.

I think the better path is to make them Mundane Rituals. Anyone can learn them (no feat necessary) with training and time. Once you have the "Ritual" you just spend the time & money to craft the item.
 

I wouldn't mind having some playtested rules for crafting, but I wouldn't make it a Skill. The "Skills" in 4E are really 'stuff you pick up during a life of adventure.' Basically, every skill in the PHB is some aspect of Profession (Adventurer). Blacksmithing and bowyering don't fit in that category.

I think the better path is to make them Mundane Rituals. Anyone can learn them (no feat necessary) with training and time. Once you have the "Ritual" you just spend the time & money to craft the item.

I think building things should be integral to the life of an adventurer. You mention blacksmithing and I agree that adventurers shouldn't be masters at the forge but they do tend to and repair their own weapons all the time. This is handled off screen or between the lines, so to speak, but we just don't cover it (just as we normally won't cover bodily functions).

Arcana is a skill that is crucial for rituals to work and by the same token craft should be the measure of a character's skill with "mundane rituals", (I prefer "tasks").

And by the same logic that makes arcana useful for an adventurer in the field so should craft be useful to him. Crafting is the foundation for tasks such as building a raft, bridge, crane, or any other solution to an adventurer's problem that might arise during the course of his travels.
 

I wouldn't mind having some playtested rules for crafting, but I wouldn't make it a Skill. The "Skills" in 4E are really 'stuff you pick up during a life of adventure.' Basically, every skill in the PHB is some aspect of Profession (Adventurer). Blacksmithing and bowyering don't fit in that category.

I think the better path is to make them Mundane Rituals. Anyone can learn them (no feat necessary) with training and time. Once you have the "Ritual" you just spend the time & money to craft the item.

Yeah, this idea came up before 4e even came out and I think it's still my favorite.
 

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