Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
The Best Thing from 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JamesonCourage" data-source="post: 6578508" data-attributes="member: 6668292"><p>I agree. I had to completely scrap Craft as it stood. Craft time based on GP value? GP value based on usefulness, rather than rarity or complexity? It just wasn't good, in my opinion.</p><p></p><p>So, I divided Craft by broad materials, rather than jobs (that's all Profession now). So, you might have Craft (Wood), and build a ship or spear with that (since both are primarily wooden). If you want to be a ship-builder, you'd take Profession (ship-builder), and now you can't make things like spears. Easy peasy.</p><p></p><p>As for DCs, I have different charts with different factors for different things. I have a chart to calculate weapon DCs, one for armor, one for miscellaneous items (like a spoon or desk), one for buildings or ships, one for inventions, etc. So, if you wanted to make a wooden spoon, it'd be a DC 8 diminutive object. If you wanted to make a thick iron chest, it'd be a DC 16 medium-sized object. (Size is based similarly to 3.X, but slightly modified, and can be modified by material hardness.)</p><p></p><p>Now that you know how to calculate the DC, you consult the Craft DC chart by size to see how long it takes to build that object. For each 1 you beat the DC, you shave off an amount of time as specified in the chart.</p><p></p><p>For value of the object, you check the DC by size chart. So, that wooden spoon costs 2c, and that thick iron chest costs 51 silver. (My RPG uses the silver standard.)</p><p></p><p>Players can add traits to objects (from a list) -such as waterproofing-, increasing the DC (and thus the time required to make it and the cost). But, they only get a couple of traits. Then it needs to be masterwork (higher DC, higher time, higher cost, etc.), then masterpiece, and finally mastercraft.</p><p></p><p>Is it a lot of work to make an item? Niche items, like castles, maybe, yeah. But mostly it doesn't take long to work it out. Best of all, the players can look over all of this, and make decisions without needing to consult me. They can plan out craftsmen, set a goal (make full plate, make masterpiece ships, etc.), and build towards that confidently and without GM permission.</p><p></p><p>Is it a lot of work? Well, it was to make it, yeah. But it's done now, and I do have most of the common items already worked out and in the equipment chapter (weapons, armor, gear, etc.). But, during play, this is extremely empowering to players. Downside: nuance and sometimes a little bit of time. Upside: complete clarity and player empowerment.</p><p></p><p>The price by DC / size chart was also figured out after craft time, so it's taking that into account already (so you don't have loopholes for one low DC or high DC item making you rich by scamming the system). So the base economy stays pretty steady. That's one of my favorite parts.</p><p></p><p>Anyway, sorry for the derail. Tl;dr: yeah, 3.X Craft stuff sucked, in my opinion. Almost worthless to me.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6578508, member: 6668292"] I agree. I had to completely scrap Craft as it stood. Craft time based on GP value? GP value based on usefulness, rather than rarity or complexity? It just wasn't good, in my opinion. So, I divided Craft by broad materials, rather than jobs (that's all Profession now). So, you might have Craft (Wood), and build a ship or spear with that (since both are primarily wooden). If you want to be a ship-builder, you'd take Profession (ship-builder), and now you can't make things like spears. Easy peasy. As for DCs, I have different charts with different factors for different things. I have a chart to calculate weapon DCs, one for armor, one for miscellaneous items (like a spoon or desk), one for buildings or ships, one for inventions, etc. So, if you wanted to make a wooden spoon, it'd be a DC 8 diminutive object. If you wanted to make a thick iron chest, it'd be a DC 16 medium-sized object. (Size is based similarly to 3.X, but slightly modified, and can be modified by material hardness.) Now that you know how to calculate the DC, you consult the Craft DC chart by size to see how long it takes to build that object. For each 1 you beat the DC, you shave off an amount of time as specified in the chart. For value of the object, you check the DC by size chart. So, that wooden spoon costs 2c, and that thick iron chest costs 51 silver. (My RPG uses the silver standard.) Players can add traits to objects (from a list) -such as waterproofing-, increasing the DC (and thus the time required to make it and the cost). But, they only get a couple of traits. Then it needs to be masterwork (higher DC, higher time, higher cost, etc.), then masterpiece, and finally mastercraft. Is it a lot of work to make an item? Niche items, like castles, maybe, yeah. But mostly it doesn't take long to work it out. Best of all, the players can look over all of this, and make decisions without needing to consult me. They can plan out craftsmen, set a goal (make full plate, make masterpiece ships, etc.), and build towards that confidently and without GM permission. Is it a lot of work? Well, it was to make it, yeah. But it's done now, and I do have most of the common items already worked out and in the equipment chapter (weapons, armor, gear, etc.). But, during play, this is extremely empowering to players. Downside: nuance and sometimes a little bit of time. Upside: complete clarity and player empowerment. The price by DC / size chart was also figured out after craft time, so it's taking that into account already (so you don't have loopholes for one low DC or high DC item making you rich by scamming the system). So the base economy stays pretty steady. That's one of my favorite parts. Anyway, sorry for the derail. Tl;dr: yeah, 3.X Craft stuff sucked, in my opinion. Almost worthless to me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
The Best Thing from 4E
Top