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What do you want out of crafting rules?
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<blockquote data-quote="Baron Opal II" data-source="post: 8211694" data-attributes="member: 6794067"><p>Oh, good grief, no! That would be incredibly tedious. Not only for the players, but for the DM and designers as well.</p><p></p><p>No, I'm mostly thinking of the price lists from the AD&D DMG. Add to this a requirement for one exotic component per 2000gp and an appropriate skill check and we are good. The crafter would need to know the appropriate skill / proficiency / tool set of course. Some research into appropriate times for crafting real world objects (swords, armor, catapults), and make up something reasonable for the addition of magic time wise.</p><p></p><p>The special components lower the cost or make the skill check easier. Might even influence the final abilities or special effects of the item. That's a discussion for the DM and player to have.</p><p></p><p>To reiterate </p><p></p><p>1) Figure out what you want to make.</p><p>2) Figure out skills needed, material cost, time required.</p><p>3) If magical , find out lab requirements and exotic item requirements. (These are base on the item's relative power and cost.)</p><p>4) Need stuff? Consult sage, patron, commune, whatever to pursue new adventure path.</p><p>5) Have different stuff? See what happens! But, you are probably not going to create an amulet of life protection with efreet blood. A Phoenix feather might have an interesting side effect though.</p><p>6) Right stuff? Make the roll!</p><p></p><p>All the details you need can be derived from the potency of the item and its cost. You only need to be spe ific in exotic items when you know what they are making.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8211694, member: 6794067"] Oh, good grief, no! That would be incredibly tedious. Not only for the players, but for the DM and designers as well. No, I'm mostly thinking of the price lists from the AD&D DMG. Add to this a requirement for one exotic component per 2000gp and an appropriate skill check and we are good. The crafter would need to know the appropriate skill / proficiency / tool set of course. Some research into appropriate times for crafting real world objects (swords, armor, catapults), and make up something reasonable for the addition of magic time wise. The special components lower the cost or make the skill check easier. Might even influence the final abilities or special effects of the item. That's a discussion for the DM and player to have. To reiterate 1) Figure out what you want to make. 2) Figure out skills needed, material cost, time required. 3) If magical , find out lab requirements and exotic item requirements. (These are base on the item's relative power and cost.) 4) Need stuff? Consult sage, patron, commune, whatever to pursue new adventure path. 5) Have different stuff? See what happens! But, you are probably not going to create an amulet of life protection with efreet blood. A Phoenix feather might have an interesting side effect though. 6) Right stuff? Make the roll! All the details you need can be derived from the potency of the item and its cost. You only need to be spe ific in exotic items when you know what they are making. [/QUOTE]
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