Making Craft Work (PFRPG) PDF

****½ (based on 11 ratings)

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Do you wish the rules for the Craft skill made sense? Do you wish it were possible to craft equipment and still have time to adventure? Well, your wishes are our commands!

Making Craft Work presents a new system for the Craft skill that uses complexity rather than price to determine how long it takes to finish an item. This is an 8-page, black-and-white PDF.

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Product Reviews (11)
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****½ (based on 11 ratings)

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If Your Game Has Crafting, You Need This


Pathfinder's crafting rules can be more than a little frustrating. One expensive item can take years to make! So what's an adventurer to do? Making Craft Work provides a strong alternative with short, sensible rules, that actually function in the context of the game.

Crafting times are now based on the complexity of the item, rather than its value. The rules are also meant to be flexible, able to be tweaked and adapted to suit the needs of the game. Making Craft Work provides a more solid foundation upon which any other house rules for crafting can be made. I would highly recommend Making Craft Work to anyone, and of course especially to those who anticipate that crafting will come up in their game.

A final note: a version of these rules are available on the d20PFSRD, however there are several discrepancies between those and the rules here. EDIT: Spes Magna has verified that this document is the most up to date version of the rules available.

More straightforward and more useful than RAW


While it's not a perfect analog to reality, it's a much closer and more useful approximation than the core rules. It's less complicated, the time frames are more realistic, and it actually makes crafting viable as a character choice. I will incorporate this in all my games.

Not perfect, but WAY better

****( )

Not a perfect crafting system, but much better than the default one. Crafting becomes a viable option for more complex items, and how the time is figured makes much more sense with this. Glad I purchased it!

Nice try

**( )( )( )

I bought this based on the reviews, and I'm glad it was only a dollar. I appreciate the effort here and I will be able to take a bit or two out to modify the DC of somethings that have bugged me in the core rules system. If I had to guess I'd say the author has no experience with actually making tools, or jewelry. That said they obviously have lots of experience with games. I like realism in my games, which is why I don't play MMO's either. you don't craft things by wringing your hands in the air. You go to a workshop and you put in the blood sweat tears and most important, Time. the GP cost of an item reflects the time needed to make it as well. this is real. next time the mechanic charges you labor for fixing your car, you'll see what I mean. taking that factor out breaks the system.

the examples:
Gold is harder to smelt than silver, impurities in gold show up far more quickly than in silver. this is one reason why gold is more valuable. (example one thus isn't broken). Plate armor would take Six months to make in the real world. try it. (example two, not broken) making a box is easier than making a crowbar. try it. (example three, not broken).

This is how craft should have worked from the beginning


This super cheap pdf fixes one of my biggest gripes with the Pathfinder skill system. The craft skill as written in the Core rules are clunky, arbitrary and frankly makes no sense at all. This short pdf fixes all that. It contains a simple and elegant system which fixes most of the problems with the old crafting system. I recommend this pdf to anyone who wants the craft skill to make sense in their own Campaigns.

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