Eyolf The Wild Commoner's ~ New Crafting House-Rules ~


Homebrew and House Rules


Well, I finally got around to doing my own crafting rules by taking some hints from people and such and getting them done.

Here they are, lets get some rates and comments and all that.

Eyolf The Wild Commoner's House-Ruled Crafting Rules.:

Quote:

Crafting Hourly, and Fatigue

Normally when crafting you craft by the week, however you are given the option of crafting by the day. Each day counts as having worked for 8 hours that day. You may opt to work for more than 8 hours in a day but are then subject to fatigue.

For each hour of work beyond 8 hours, a Constitution check (DC 10, +1 per extra hour) is required. If the check fails, the character takes 1d4 points of non-lethal damage. A character who takes any damage from forced work becomes fatigued. Eliminating the non-lethal damage also eliminates the fatigue. It is possible for a character to work himself into unconsciousness by pushing himself too hard.

A fatigued character in addition to the normal side-effects of fatigue, takes a -2 penalty to all Craft Checks.

Mastery Value
A characters Mastery Value is equal to their total Craft Bonus multiplied by 4. This Value is represented by an amount of silver pieces equal to the value which is a sign of the crafter's own expertise in the craft.

When Crafting a character adds their Mastery Value to each session that they work on the item.

If a character has any assistants to aid him in the crafting of the item, they may also add their own Mastery Values to the items total completion if they succeed on a Craft Check with a DC of 10 lower than the Primary Crafter's final Craft DC.

Failure: If you fail a check by 4 or more, you add no Mastery Value for that week.

Special Materials
When using any special material to craft an item such as Adamantine, Mithral, or Alchemical Silver. Instead of adding the assigned materials price to the items creation goal, add 10% of that price instead. This means that in order to make an Adamantine Full Plate, you must pay 50% of the total items price in raw materials. Then for the total silver pieces required for the item to be finished. You only add 10% of the adamantine cost to that total.

Thus the material component cost for an Adamantine Full Plate would 50% of the total cost, which would total 8,250 Gold Pieces. The amount of work that must be done to create such a work however, must only total 30,000 Silver Pieces. 15,000 Silver from the Full Plate, and 10 percent (15,000 Silver) from the Adamantine Material.

Raw Materials and Partially Crafted Works
When crafting an item you are normally required to pay only 50% of the total cost for raw materials. You may however, opt to pay a higher percentage of the total cost to decrease the time it takes to craft the item. For every 1% in addition to the 50% raw material cost that you pay, you may add 1 to the final calculation of your Craft checks before multiplication. This does not alter your Craft Modifier in any way, but merely allows you to purchase partially finished products for the final item, enabling you to finish the item at a quicker rate.

Example
This means that if you pay 67% of the total item cost for raw materials instead of 50%. You'll add 17 to your Craft check after it has been made, before you multiply the total against the DC. Thus increasing the total amount of silver pieces generated to reach the items creation requirement.

67% of total item cost paid for raw materials.
DC 19 Full Plate Armor.

+5 Skill Ranks in Craft, +3 Skill Focus, +1 Intelligence. While Taking 10.
Craft Check = 19.

Calculation Step: 19+17x19 ( Craft Check + Material Bonus x Craft DC = Progress )


  • -Keeping the fatigue damage at 1d4 due to commoner's, and other 1d4 hitdice creatures >.>
  • -Fixed the raw material cost to what it should be from 50% to 33%. I got mixed up.

So what do people think of my crafting system with the fixes.

IMO I think it's one of the most favored systems that I've seen for crafting, aside from if someone actually went and tracked down the realistic time values it took to craft such items and then altered the system to work instead for hours and not cost.

Realistic, Timed Crafting:

Thus a Sword would take ?? hours to create, you work 8 hours on the sword. You add 8 hours to the total creation requirement. (8/??hours)

If you had an assistant aid you for 4 hours, you'd add an additional 2-4 hours to that progress.

If you paid more in addition to the base raw material cost, (Meaning you're not making it completely from scratch) you'd add a set bonus depending upon the item/cost paid to the progress rate in hours.

So Assuming it took 4 weeks to make a Katana, 7 day weeks,

672 Hours Work Required to create a katana.

I mean, you could make a system like this, it would certainly be more realistic IMO.

There would be no multiplication or anything, and no need to track price completion, just material costs paid, and then hours progress.

But yeah...

Work take some work probably to put it into practice, and would certainly probably be a bit of a piss off to some people who want to get their items done fast.

I however, don't think that I'd mind it. Could even add a bonus to the hours worked, depending on your skill bonus maybe.

So I work for 12 hours crafting my Katana, I spent 20% more in addition to the materials so 53% instead of 33%. I have an assistant aiding me in the swords creation for those 12 hours, AND I have some excellent tools and facilities at my disposal.

So 12, we'll say half from the assistant.

18 Hours, then I paid more for the cost, so I bought a semi-finished product and am going to finish it myself. So we'll add say...20% of the item time for now. 134 Hours.

Then add an additional 2 Hours for the tools and facilities for that work session.

So in total.

134, +2, +12, +6 = (154/672) Hours Completion to Craft my Katana.


Completely Removed the Mastery Value from my system.


Scrapping my current modifications to the system, and the system itself and going with a time system.

Reasoning:
I've been informed by a source that I trust that in a medieval era.

To make a full suit of plate mail armor from scratch, assuming all materials, tools were at hand and such.

That you had some assistants, and ya knew what you were doing.

It would take approximately 7 days, a full week, working upwards to like 14 hours a day of progress.

I trust the source, as he's into these sorts of things, but I shall attempt to validate it myself later just for extra confirmation. Though once again, I already trust the source.

Now compare that to the current D&D system where a 20x20 working 8 hours of progress a day, takes 288 days to make a Full suit of plate mail.

Here is an example, what do you guys think of the realism of it?

Quote:

Core System

+40 to Craft Check, Taking 10.
50 x 20 (DC for Alchemist Fire)
1000 Sp (Cost for Alchemist Fire = 200 Sp)

5 Alchemist Fires Created Weekly.
OR
1000 / 7 = 143 sp per 8 hours progress.
143 / 8 = 17.875 x 12 = 214.5 Sp

1 Alchemist Fire Every 12 hours progress.

Realistic Time System.
+10 to Craft Check, Taking 10.
20 hits 20.
30 minutes to prepare ingredients for mass production.
10 minutes to make an Alchemist Fire.

60 x 12 = 720 minutes. / 10 = 69 Alchemists Fire's made in 12 hours.

Now there is some abusable circumstance within this system when it comes to certain spells like Timestop, or Haste.

However, those two spells are more so acceptable due to their spell levels, and the fact that it's a fantasy game, and a level of 100% reality shall not, and should not be achieved because of it.

However, Lesser Restoration does perhaps present a more so warning on that scale of abuse. However, once again, fantasy game, doesn't have to be uber realistic. Not to mention DM's can do many things to halt that s#&%.

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