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Making Craft Work (PFRPG) PDF

Making Craft Work (PFRPG) PDF
****½ (based on 8 reviews)

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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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Will be added to your downloads immediately upon purchase of PDF.

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Product Reviews (8)

Average product rating: ****½ (based on 8 reviews)


**( )( )( )

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.



*****

Excellent work


Very very good work, it really shows you how to make the craft system work, a very good purchase indeed.
I recommend it to everyone, sure you might not want to even think of your characters crafting his weapons and armors, thinking that this is the job of NPCs but what about poisons? that's something that a lot of characters might want to do but with the current system it takes WAY too long, well know you can do better.



*****

The best $1 you'll ever spend on gaming


Finally a product that I can slap a 5 star approval on! This PDF is short (8 pages), but to the point. It starts off by detailing the problems with the craft skill as it stands with a few quick and mildly humorous examples before moving into alternate rules which will actually allow PCs to take advantage of their investment. It is clear and simple, and best of all: it works! I'd highly recommend this to any and 3.5/PF players or GMs, and have already printed it out and slipped it into its new place in the skills section of my core rulebook. Buy it and you'll be pleased.



*****

Making Craft TRULY work


Making Craft Work
This pdf is 8 pages long, 1 page OGL, 1 front cover and 1 page editorial.

That leaves 5 pages for simple, concise and player-friendly craft rules.
The pdf kicks off with a short and humorous demonstration on why the craft skill, as written, does not work.

After that, we get the new craft rules. They are simple, elegant and actually make it very, very easy for players to determine how long it will take for a given craft. Special materials, masterwork tools or lack thereof, complex materials and faster crafting due to exceptional skill are all taken into account.

While the rules are by now way taking a simulationalist’s approach to crafting, it enables PCs to craft and still go adventuring and, best of all, are easily scalable and can easily be modified.

Editing and formatting is top-notch, however, if you’re looking for awesome artwork, you won’t find any here.

Conclusion:

The pdf accomplishes what it sets out do – elegant, concise and simply a good system that should become standard and replace the current craft rules. For the price of $0.99, even the lack of quality artwork can’t detract from the appeal of the book. 5 stars.



*****

Nice, simple and effective


Like the title says. This took a lot of the headache out of crafting for me. Because the old system was flawed in many ways and messed with my reasoning.



*****

Great Stuff!


These rules have helped one of my PCs play out a Dwarven blacksmith while still giving him time to adventure with the others. They PDF presents excellent guidelines to really "make craft work" with an adventuring party. At the cost of realism, it drastically cuts down the time it takes to craft some of the more "difficult" items in the rulebook, such as fullplate.

If you're looking for a good set of craft rules to go by, go for these. They've worked wonders in my campaign so far. Simple, elegant, easy to read, and short.



*****

An amazing, simple crafting variant that's better than the core rules.


This PDF is short and to the point. It gives you detailed examples of why the core crafting system fails and why this new craft variant works far more effectively.

The rules are very easy to follow and comprehend. Something that everyone should have if they're planning on crafting something for themselves or others.

A bonus is that the cost of the PDF is cheap too.

I enjoyed this book/pdf and shall definitely be using it from now on in my campaigns to replace the core crafting rules.

5 stars, Thank you Mark.


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