jodyjohnson
Adventurer
The new mechanic for Poison Making in Complete Adventurer seems like a natural alternate rule for other crafts involving very high value items.
For example, jewelers would naturally use the 3/4 of cost for materials with only a 1/4 reserved for labor. Or alternately a jeweler could take gems/metal from treasure and turn them into jewelry (basically increase their value by 33%).
Another good example would be Craft (trapmaking) on the opposite side where the majority of the cost would be from labor since the materials are either easily gathered (stone/wood) or very small in proportion to the trap value. The materials cost 1/6 but the labor runs 5/6 (I'd require multiple laborers but only one craftsman - 10 max is a nice number matching the x10 time change).
Both would reasonably be crafted at the faster x10 rate as poison.
Probably some other high value crafts that would find a better match in the alternate method.
For example, jewelers would naturally use the 3/4 of cost for materials with only a 1/4 reserved for labor. Or alternately a jeweler could take gems/metal from treasure and turn them into jewelry (basically increase their value by 33%).
Another good example would be Craft (trapmaking) on the opposite side where the majority of the cost would be from labor since the materials are either easily gathered (stone/wood) or very small in proportion to the trap value. The materials cost 1/6 but the labor runs 5/6 (I'd require multiple laborers but only one craftsman - 10 max is a nice number matching the x10 time change).
Both would reasonably be crafted at the faster x10 rate as poison.
Probably some other high value crafts that would find a better match in the alternate method.