That's take 20, not 10.Frostmarrow said:No you can't. You can only take ten when there is no price to pay for failure. Jumping a chasm - no take ten for failure would mean that you fall into the chasm. Picking a lock - take ten because nothing happens on a failure.
When it comes to craft failure means that you waste half of your raw materials. That's the price of failure in this case. That means that there can be no take tens.
And that basically sucks.
Tetujin said:Can you? A labratory or forge seems to be a place you can take your time and act with precision, and there is no specific rule against it.
Perhaps I should actually think before posting next time.hong said:That's take 20, not 10.
Li Shenron said:You can either roll, take 10 or take 20 with a Craft check to create an item.
If it is enough to beat the DC, Take 10 is the best choice and what probably all crafters do normally.
Take 20 is a good choice if you can't beat the DC with Take 10, because it guarantees you success in crafting a more difficult item, although the price to pay is a long time to complete.
To roll is a good choice if you want to speed up the crafting time, especially if the item's DC is not too high to have a big risk of failure.
FireLance said:Roll - yes. Take 10 - yes. Take 20 - usually no, because there is a penalty for failure (ruining your raw materials).
If your Craft modifier is high enough so that you run no risk of losing your raw materials, I suppose you could take 20. However, it would almost never be worth it.
Say you have a Craft modifier of +15 and the Craft DC is 20. If you take 20, you spend 20 days (say) and do (20 + 15) x 20 = 700 cp = 7 gp of work. If you take 10, you could do 2 x (10 + 15) x 20 = 1000 cp = 10 gp of work in just two days.