Crafting and the expectation of failure


Rules Questions


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Does a CHARACTER know in advance when they are going to fail a crafting check, such as when they attempt to craft a magical item that they couldn't succeed on even with a natural 20?

On one hand, if they know, cured items can't really exist accidentally (as no one would ever fail). It also strikes me as metagaming.

On the other hand, why would someone buy scrolls/get help to lower the DC if there wasn't an expectation of failure?

Looking to find out what the RAW is on the matter.

Also, see this.


I would assume the crafting check represents a number of actions over time, and a character knows when they've f%~#ed up royally on one of those steps normally (by 4 or less).

However, 5 or more I would say falls into "gross incompetence" territory. I.e. they f$~&ed up so bad they don't know how, where. or even IF they've f!#$ed up at all.

I don't think there's a RAW answer to this one though.


They'd certainly know they are skipping pre-reqs, which is just about the only way to get those DCs high enough to auto-fail.

Cursed items could still happen, though, because the expectation is that you would still try to craft an item without a guaranteed success, even though people don't actually ever do that.


I would think that, unless they fail so bad that the item is obviously flawed or explodes or disintegrates, they wouldn't. They don't know the DCs, and they don't know their numerical bonuses.

Lantern Lodge

Honestly, if I was asked to build a car, I would say heck no. If I rolled a natural twenty, I might get the steering wheel right. But I have absolutely no skill with cars.

Something I have some skill in is computer programming. Some. If someone asked me to write a program that's fairly advanced, I'd probably decline politely. I know I wouldn't do well, or it would take me multiple attempts before I got it right.

Now, if someone asked me to dunk a basketball (I'm 6'7"), I'd probably do it on the first try, but I know there's a possibility of failure... Basketball isn't necessarily a craft but you get the point.

People know their skills and limits, characters should too.

(unless they fail to understand how difficult a thing they are trying to accomplish is... but if they have any skill in the field they are operating in they should down right know, if even from stories of other people failing to do similar tasks)


The crafting PC definitely should have at least an idea of how high is the DC to craft ceartain item. But once he is commited to craft the item he have to accept what the dice dictated.


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Frankly, the magic item crafting rules are something that sounds cool at first glance: OK, you need certain things and then purchase materials and work for days and then there is a chance you succeed but also a chance that screwing up will produce one of those funny cursed items - a neat little package that explains how magical items are created, why they cost so much, and how cursed items even exist. Bravo!

Then you delve into the details and find out that any ninny with a feat can Take-10 and auto-succeed at creating magical items that ordinarily mimic spells that the ninny can't even figure out how to cast. All the ninny needs is a decent pile of cash (or an investor) and a few days. Done. No randomness. No risk. No failure.

That's when the "Bravo!" turns into "Really?" and you start to wonder why even bother having all these rules in the first place. Magical item creation could have taken 1 page in the CRB and gone like this:
1. Decide what to make.
2. Use this list of formulas to figure out the cost (or look it up if it's an existing item).
3. Spend half the price in gold and 1 day per 500 gp that you spend.
4. Enjoy your new item.

See, no Spellcraft roll that everybody always makes, no weird limitations, restrictions, and rules that we all ignore because it's so easy and automatic anyway. Just over and done, move onto the next chapter.

But, to answer the OP, presumably the few cursed items (how many are there, really, in all the piles of official 3.0, 3.5, and Pathfinder published adventures? A few dozen? A hundred? Probably not much more than that, compared to scores of thousands of non-cursed magical items) exist because Take-10 is a gamist mechanic that might or might not be practically applicable to ever crafter every time, and some of them might not be perfectly optimized for crafting, so some of those might actually do poorly (e.g. roll too low) and screw it up.

I guess our heroic adventurers don't suffer that problem, since their players understand the mechanic and always Take-10 to ensure there are no risks.

Sovereign Court

At some point my druid was sitting on way-above WBL cash, and I was looking to see what I could make. It turns out that the spellcraft check is not always guaranteed for non-Intelligence casters making above-WBL stuff.

Anyway. By the time you get CWI, you'll have 3-5 ranks in Spellcraft, which is more theoretical skill than most people pick up during their lifetime. You've also gotten a feat invested, which suggests significant professional knowledge. So a crafter has a good idea of how good he is. He's also got some idea of how hard it is to do what he's trying to do, what prerequisites he's missing, a feeling of the CL he's going for and so forth.

In fact, CL being more or less up to the crafter, a crafter could say "... and finally, I'll put in as much spare power as I'm comfortable with", making it an even Take 10-able DC.

You have to be in a comfortable, calm area to Craft. In fact, the necessary conditions for Crafting are basically the conditions necessary to Take 10.

***

And this isn't the only one. Take a look at Sleight of Hand + Scarab of Death, or the Mace of Blood tied to a captured paladin, or the Robe of Powerlessness as a way of weakening prisoners (they all get to wear it for a minute, but that's enough to enfeeble nearly anyone).

===

Regarding cursed items. This is bad design and you would do well to just tear out those pages from your book and burn them.

PRD wrote:


Dust of Sneezing and Choking

Aura moderate conjuration; CL 7th

Slot none; Weight —

Description

This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 3d6 points of ]Constitution damage immediately. Those who [b[succeed[/b] on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

Creation

Magic Items dust of appearance, dust of tracelessness

So this is basically a nuke. On a successful save the victims are at least 4 rounds stunned. Don't care who you are, you're dead.

How shall we make this? Let's take an incompetent CWI wizard, and ask him to make Dust of Tracelessness (he doesn't have the Pass Without Trace spell so +5 DC). Just to make it worse we'll keep him drunk most of the time to further lower his Intelligence and make sure he fails the Spellcraft check. We'll ask him to give it caster level 20 just to make sure he fails the Spellcraft check at more than 5 even if he Takes 10.

So now we've spent 125 gold to make this allegedly "cursed" weapon and we're ready to commit war crimes.

===

I'm not saying the current magic item system is exciting; it isn't. But please don't be fooled into the whole cursed items part, because that's far worse.

Magic items are meant to be created off-screen; it's not exciting, it's just shopping. It should be routine, shouldn't go wrong, and we should be getting on with the real adventure as soon as possible.


If this is a crafting feat possessed by the PC, then of course he or she shouldn't know in advance when a crafting check is going to succeed, at least not if there is any chance that it could go either way. Neither should the player know. That's what the crafting die roll is for. However, the PC should at least have a rough idea of how likely a failure on the check will be and the player should know EXACTLY what the chance of failure/success should be, just as the player knows exactly what the PCs saves and BAB are.

If it is an item being crafted by a cohort, then it depends on whether the player has access to that cohort's character sheet. Either way, the PC (not player, but the player's character) probably won't have much of a clue exactly how likely success or failure is for the PC's cohort and may not realize that failure is even possible:

Quote:
"What do you mean, it didn't go exactly as planned?!"

Again, though, if the player does have access to the cohort's sheet (as they do in most games in which I've played) the player should know the odds, just as the player knows the number and names of the spells the cohort has. Even if the player does not have access to the cohort's stats, it would be a pretty foolish cohort who wouldn't at least mention the possibility of failure if that possibility existed.

The Exchange

I should point out that this is one of those situations where casting divination ahead of time would be a great idea. "Will the (name of item) that I intend to create function just as I intended it to?" is a viable question, and even if you don't have the spell yourself, paying to have it cast is a lot cheaper than the money you'd lose on a flawed creation. Heck, pay for two to help avoid getting a bad prediction!

As far as knowing ahead of time: I don't see how the character crafting wouldn't know that there's some risk of failure, but knowing that failure will occur before the money and time is spent shouldn't be possible barring the use of divination magic - as others have said, both the Craft rules and the existence of cursed items attest to the idea that you only learn that you failed by trying, not by sitting in a chair and thinking, "Maybe I should build a magic sword. Nah, I'd fail. Good thing I saved all that money and time!"


Ascalaphus wrote:

Regarding cursed items. This is bad design and you would do well to just tear out those pages from your book and burn them.

PRD wrote:


Dust of Sneezing and Choking

Aura moderate conjuration; CL 7th

Slot none; Weight —

Description

This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 3d6 points of ]Constitution damage immediately. Those who [b[succeed[/b] on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

Creation

Magic Items dust of appearance, dust of tracelessness

So this is basically a nuke. On a successful save the victims are at least 4 rounds stunned. Don't care who you are, you're dead.

How shall we make this? Let's take an incompetent CWI wizard, and ask him to make Dust of Tracelessness (he doesn't have the Pass Without Trace spell so +5 DC). Just to make it worse we'll keep him drunk most of the time to further lower his Intelligence and make sure he fails the Spellcraft check. We'll ask him to give it caster level 20 just to make sure he fails the Spellcraft check at more than 5 even if he Takes 10.

So now we've spent 125 gold to make this allegedly "cursed" weapon and we're ready to commit war crimes.

Unless your players are all too ready to shout "Allahu akbar!" before they toss the dust (by hand. When it has a 20 ft. spread.) I wouldn't be too worried about your "nuke".

Sovereign Court

Send in the bloody skeleton; it won't mind the Constitution damage.


So: IF the party has a skeleton (not NEARLY a given), IF they know it's cursed beforehand (they shouldn't), and IF they find a creative way to make lemonade from their cursed item.

I'm not seeing a problem here.

Sovereign Court

You get a cursed item if you fail by more than 5, and you can artificially jack up the difficulty by increasing the item's caster level.

As for delivery, a summoned creature will also do the trick. Or an Unseen Servant.

The point is, many cursed items have completely disproportionate saving throw DCs if they even allow saving throws at all. They'd be totally unbalanced if you could make them on purpose. They don't have a listed market price, but if you could buy them you might, because they're really powerful. I'd say that assassins would want a Scarab of Death for example; slip it in someone's pocket and one minute later it eats his heart unless he makes a DC 25 reflex save. That's pretty rough.

I think it's a side effect of porting them over from 2nd edition; 2nd edition spells were also written as if only players were using them, never monsters against the players; and therefore they had ridiculously heavy-handed effects. Just the same, cursed items are written as if they're supposed to be used against PCs, never used by them.


I think you guys are missing one important piece of cursed items... namely that even though a player might know they botched a roll (if it isn't done as a blind check), in most cases the character would not know.

The check to identify that an item is cursed is very difficult (DC15+10+CL). In addition, according to the section on removing cursed items: "While some cursed items can be simply discarded, others force a compulsion upon the user to keep the item, no matter the costs. Others reappear even if discarded or are impossible to throw away."

In our Skull & Shackles campaign, my character has a Ring of Clumsiness he "won" in our bloody hour contests, and he thinks it's the niftiest Ring of Featherfall he's ever seen! Even though I could get a cleric to cast Remove Curse to free myself from the Dex damage, my character is not even aware yet that he is under a curse. In truth has no motivation to even seek out help. My GM and I have come up with a side system to make checks in certain circumstances to be able to put 2 and 2 together, but until he does I'm playing it like he's enamored with the ring.

So, back to the OP's question, unless the crafter were to make the check to identify the cursed item, RAW he would not know that he's going to be crafting a cursed item. This is especially true if he's trying to craft an item with a CL much higher than he reasonably should, as the check would be that much harder to ID it.

Lastly regarding the question of intentially making a cursed item, as a GM I would definitely not allow that. Much like Lycanthropy, Cursed Items are supposed to be a BAD thing, not a benefit to the players. If they were intended to be used as weapons, then as Ascalaphus mentioned they would have prices listed.

Sovereign Court

Yeah, I think it's just a bad corner of the game design. They're supposed to be bad, but they're actually better than regular items, especially if you look at the prices of "good" items that might turn out cursed.

Is it cool to have cursed items in the game now and then? Yes.

Is the current game system to generate cursed items good? No. The Take 10 system and the low-ish item creation DCs basically guarantee that they're not going to happen unless someone is monumentally stupid.

Are the cursed items as currently listed a good idea? No.

===

I'd rather go with cursed items that do something right, like a cursed weapon being quite effective; but also having dangerous side effects. Maybe a creator reached beyond his grasp and basically the item is lacking safety protocols, so it does a little more than it's supposed to.

Downsides could be stuff like a weapon also causing bloodlust and a tendency to respond violently to (near) instances of friendly fire; like attacking the wizard because the fireball landed a bit too close and you don't like that.

Or downsides could be very slow to manifest, a creeping corruption.

But the current cursed items are mostly booby traps, that tend to have mostly bad effects and quickly, so they can be weaponized; and the saving throws and such against their effects are too hard (if the exist at all) compared to actual weapons.


Rynjin wrote:
Unless your players are all too ready to shout "Allahu akbar!" before they toss the dust (by hand. When it has a 20 ft. spread.) I wouldn't be too worried about your "nuke".

Have you considered a Bard Crafter, purposely creating it via botched rolls, and using Beguiling Gift?


I always figured so-called 'cursed' items were created intentionally ... as weapons. Slip one to an enemy and then attack him, and watch the hilarity ensue.


PCs have the metagame expectation that they can gain levels. So if they want to make the sword of awful destruction and it takes, say, a 16 for them to make, they usually shelve it until they can get an extra +6 somehow. But say you're an NPC, and you MIGHT gain another level in a decade or so. For you the chance might be worthwhile.
Taking 10 is really more of a simulationist mechanic than a gamist one. People take-10 all the time in the real world. Most people do nothing BUT take 10. People take 20 when they're trying to learn how to do new things that are hard. Look around you next time you're on a highway. Those jokers all around you driving at 60-70 mph? They're taking 10, nearly every damn one of them (except the guy on his cell, he's taking 5 most likely). That guy weaving at 90 mph? He's NOT taking 10. The guys at the cubicle farm? They're taking 10. Often them taking 10 isn't enough to produce a totally uncursed product. But they do it anyway and incrementally fix it later.

The Exchange

Thus explaining why so many software producers release products that were totally unready for use and rely on the customers to do the beta-testing: they all 'took 10'. (Joke, joke. The software designers take 20: the marketing executives barge in halfway through and say, "Time to make beautiful money!" and take the half-finished product away.)


Lincoln,
You're more correct than you know. It's not always marketing either, there are all kinds of time pressures that prevent taking-20. Taking-20 in a software environment would be like the mathematically proving the code like it was a proof that gets done for really really extremely sensitive code. Most of the time code just gets a code review or two, which would be implemented in game as the better of take-10 and a couple of rolls. Sometimes not even that.


One side note... in our game, we rarely take 10 on the creation. Mostly this is because of the time involved, and the fact that the higher the roll, the faster the item is created. I have a Red Mantis Assassin in one game who dipped a level in Assassin... poisons are really expensive, and even after modifying the cost to create it still takes me weeks to make a few doses. If I can short cut that time w/ a few high rolls, I'll do so.

I'd also add that under the current RAW, intentionally creating a cursed item is not 100% supported. It specifically states in the section that this is due to a failure, it is an unintended consequence, and should be a drawback. Even though there are a few specific cursed items, RAW would state that you have to roll through the tables to figure out the negative effect, so the PC has no control over what they create at that point. It's also worth noting that under 3.5, this section was in the DMG, which implies that the DM should do the checks blind so that the player isn't aware of the result until the effects are noticed (that is how we play it in our game).

I don't believe that item creation or cursed items are "broken" as stated above... crafting items still comes at significant cost (half the materials, plus the cost of spellcasting services if the PC doesn't know the spell), which if the GM is truing up wealth by level should be limiting in and of itself. In addition, taking 10 to create low CL items isn't that far fetched... think of the master blacksmith, who could make an amazing sword, but most of the time is turning out horseshoes. A 5th level cleric should be able to craft potions of cure light while half asleep.

If you really think it's broken, then house-rule that you can't take 10 on a crafting check. That will solve the problem and create some level of risk (which is the intent of the cursed items in the first place).


Ravingdork wrote:
Does a CHARACTER know in advance when they are going to fail a crafting check, such as when they attempt to craft a magical item that they couldn't succeed on even with a natural 20?

The question is related to a situation where the PC wasn't doing the crafting.

That PC wouldn't necessarily automatically know.

The NPC-Cohort might reasonably know when something is utterly beyond their ability, and then be able to pass it on to the PC who is requesting they craft the item.

The above isn't RAW.

However, given your description of the situation in the other thread, and the apparent fact that the player in question does not seem ignorant of the rules, based on your description of the episode in question, I am not sure it matters what RAW is. I have concluded he is trying to manipulate you into changing your ruling on what already happened.

I highly suspect that he himself has a reasonable grasp of the crafting rules and was trying to slip one by you (this is only a guess on my part, based on experience with similar "I get what I want or RIOT!" players), and is now "playing dumb" hoping things will favor him.

I would not change your ruling, if I were you.

At most, you might handle it differently in the future, should it ever come up. I don't think it's really "metagaming" for characters to have a ballpark-reasonable-understanding of what sort of items are simply beyond their reach in crafting. However, I think that understanding is also partly a player's responsibility.

My attitude, whether wearing a DM or a player hat, is that people have gotten too hardline on enforcing "no metagaming, characters don't know the rules just because players do." They should be able to have common-sense understandings of the gameworld and very decent "ballpark ideas" of, at minimum, what they themselves are capable of and not capable of (after all, the characters went through the training and should be reasonably expected to have as good an understanding of their own capabilities as the player does. In many cases, with inexperienced players, indeed the character is likely to know more about their own abilities than the player, which is why, as a DM, I don't mind either other players, or sometimes myself, giving helpful OOC-tips to new players). I digress but I suppose my point is: it doesn't really matter what RAW is on this. Reasonable leeway can be given. However, you're not dealing with an inexperienced player. You're dealing with one who is prone to tantrums and threats to leave if he doesn't get his way.

That's not resolvable by in-game DM concessions, IMO. Just IMO. I'm not someone who thinks DMs should be inflexible about their judgements, either; when a DM makes a mistake, as we all do, and it's (civilly) pointed out to them, they should make corrections if they reasonably can (which shouldn't include rolling back too much time; DM judgement is key in just what is reasonable). But this situation sounds - again from your description in the other thread - like this player pulls this raeg of stuff too much. Stand by your ruling in this case but explain how you'll handle similar situations in the future.


In game, I'd say any PC or NPC should know that trying to do a task that they can't succeed on even with a 20 is at least basically impossible. Someone else who isn't trained in the skill might have no idea, however (especially for something as esoteric as crafting).

Think of asking an engineer to making something that's completely beyond their capabilities. They're going to know it is at least going to be immensely difficult for them. Consider being asked to do a math problem that's a few grades beyond your understanding of math. Maybe you can figure it out after a lot of time, but you're going to know going in that it isn't going to be easy -- and heck, you'll know going in that you can't even guarantee it is possible for anyone to do.

Hmm, regarding your player problem, since the Witch really can't do this, I might give the player back their money and consider this a misunderstanding (that I'd avoid in the future). If they try to craft again under the same conditions this level, then use the failed roll since they are just trying to screw with you. Heck, I'd probably use the failure if they tried crafting it against without significantly increases the odds in their favor, since otherwise they are really just trying to get "roll twice, take the best result".


They would know about how easy it is for them, in general.

For example...

Cant Fail (Needs a 1 or better) : Pffft, I do this in my sleep...
Needs a 5 or less : Pfft, I do this while drunk all the time
Needs 6 to 10 : I do these all the time, they're not hard.
Needs 11 to 15 : These are kind of tricky, but I usually manage to do it.
Needs 16 to 20 : Uhm, I might be able to pull it off with a little luck.
Needs 20+ : Uh, yeah, I don't think I can do that without more resources and some help... and maybe a miracle or two...


Anguirel wrote:
Rynjin wrote:
Unless your players are all too ready to shout "Allahu akbar!" before they toss the dust (by hand. When it has a 20 ft. spread.) I wouldn't be too worried about your "nuke".
Have you considered a Bard Crafter, purposely creating it via botched rolls, and using Beguiling Gift?

How delightfully underhanded...


Some people might know how difficult a task is based on whether or not they have accomplished it or a similar task. A blacksmith that has made a masterwork sword is reasonably able to assume that he can succeed at making a regular sword or some horseshoes.

Sometimes however, even for tasks that are similar to ones that have been successful in the past, there are variables that a character can not in-game quantify. You may have successfully used tracking hundreds of times, but that is no guarantee you will succeed this time, even against a creature you've tracked successfully in the past.

Most of the time, it shouldn't be a surprise, but there should never be an exact specification, it was a game mechanic made to speed and assist game-play, not to act as sudden omniscient knowledge known by all in game characters.

Did Henry Ford know he could succeed at building a car? Did Edison know how difficult it would be to create a light-bulb (and really, it isn't)? No, but he tried and I bet he failed hundreds of times despite having incredible skill. I bet there were engineers 3 times smarter and better than he was that still couldn't do it after seeing one. I've screwed up dozens of pizzas and I know what I'm doing, honest.

The DC to make something might be 5 or 10, but unless a character has done it, they should only have a guess based on their actual experience and learning, just putting skill points in a skill may represent training, but that doesn't mean you know everything. I might be able to surf, I don't know how tough it really is, and I can probably assume that the surfing check is tougher off the reefs of Australia or Hawaii than in California, but I can't be sure whether I'd succeed or not.

Now that's a bit different from crafting, but I'll use it to say I've also never made a surfboard before and I don't know how tough it would be to make one. Maybe making one out of fiberglass is harder than making one out of wood, but maybe a fiberglass board is better than a wooden board... but I won't know if it's going to work until a month or two later after putting some time into it, because I haven't any actual numerical DC number that I can use along with a skill modifier to game the system, even if I can honestly say it will be tougher without using things I need, like 5 ranks of Carpentry and masterwork tools.

So long story short... Did this character ever make an magic item like the one attempted before? Did they make one easier, tougher, with more requirements? Did they ever make a single item at all before? If the answer is no, then they probably only know that crafting magical items is really difficult. If they then added further handicaps, like rushing, or raising the DC by say... not having a frigging clue what the prerequisites are, then no. All they should know is that it's going to be tough and they'll probably fail but realistically, even in the face of seemingly-impossible (or actually impossible) odds, people still try things, foolish or costly (both in time and money) they may seem to outside observers.

Would they speak up? Depends on their personality. Now if this is a cohort, they'll attempt to do what they're told. They're not automatons, but they'll try. Just like a recruit that knows he can't climb a wall, when his Drill Instructor says to, he'd damn well better make the attempt, even if he knows he will fail. Telling the boss you can't do it won't cut it. Even if by failing you make the boss spend 2 extra hours out in the rain and mud making you do laps and everyone else has to do 100 pushups. That might be incentive for them to put some more training time in, but then... maybe it was a test, the boss could have known it was an impossible test and wanted to see what the cohort would do, whether they would whine and admit weakness or prove they were determined to make the effort for their leader even in the face of seemingly impossible odds. If it wasn't, then a leader that assigns impossible tasks is either too aloof or uncaring to bother learning the most basic facts about their followers (like their names or what spells they know) and they should get Leadership penalties.


See, I could think it likely that a crafter not understand their limitations. You could have high Int but low Wis, and that mix could make you think you can do anything if you put your mind to it. Or if you are spontaneous, you could have a high Cha and low Int/Wis... if everyone's always responded well to you, and magic has always been intuitive, why couldn't you be deluded into thinking you could do something above your level. But that depends on the PC's ability score mix, and how the Player interprets those abilities as manifesting in that PC.

But this and most of the info above, while justifiable and logical, is not based on written Rules. If you want to go straigh RAW, there is nothing stating that a character would or wouldn't be able to know if they could succeed before the attempt. The "using skills" section implies that a character knows they've botched it once the check is made, because they make no progress or ruin materials (obvious results).

In the case of Magical Items, the risk is greater in that the results of failure are not obvious, unless they make the fairly difficult check to ID it as a cursed item. So if it is more difficult to know you failed it AFTER the fact, I'd say that implies it really should probably not be known before the attempt (but that is trying to conjecture the designer's intent).

Long and short, this seems to be purely a GM fiat area... which means if players disagree w/ the GM on whichever call he makes, they can make logic based cases in either direction. But at the end of the day it's a GM's call.


Whether Ford knew he could make a car or not is irrelevant.

We're not discussing creating a new type of item here.

We're talking about constructing an item that is already known to exist, and for which plans exist.

A better example would be, can a custom car maker have a good idea of whether he can rebuild a 4 cylinder diesel engine given a workshop and parts? Can same car maker know whether he can rebuild an 8 cylinder unleaded engine and fabricate custom body panels for a custom hot-rod? Can the same car maker know whether he can put a 16 cylinder motor from a WWII corsair into a custom rat-rod and fabricate engine mounts, drive train, and custom body panels? Can the same car maker know whether he can take a jet motor off a small commuter jet plane, fabricate engine and structural bracing to put it into a funny car, and then build all the safety structures needed?

Yes, he can. All this is doable, and there are plans for such. Does he have the skill to follow those plans? Rebuild a 4cyl diesel engine? Yep, a professional mechanic can do that without even trying hard. The 8 cyl and custom body panesl? Sure, he does that all the time, it's his day job. Putting a 16cyl motor into a rat rod? Ok, now we're getting into some tricky stuff, but if he takes his time, and has all the parts and tools he needs, he can probably get it to work eventually. The jet engine funny car? Now we're in place that's way out of his comfort zone and training. Sure, he can get specs, but one mistake and it blows up completely (cursed object) and he doesn't feel he can do that with even a small chance he can do it safely.


mdt wrote:
We're talking about constructing an item that is already known to exist, and for which plans exist.

Did they know the item exists? I suppose the player may have stated the name of the desired object or one with abilities similar to what he wanted. Did the character know there's such a thing in existence or did they have a desire for an item with abilities that coincide with an existing game item?

Do plans for the item exist? I also agree that there is likely a wizard or other crafter who has made notes on the process for making the item or one similar to what was attempted. Did the crafter bother to get some plans? Did the crafter make any attempt at all to make even the slightest attempt at making the task easier? For all we know, they cut corners and ignored every prerequisite they possibly could. To me that means they are intentionally ignoring a risk of failure.

The straight-forward answer is that a character will probably have an idea of success based only on things they actually know. That means, how skilled they are and the base DC for crafting a specific item. After that, certain other modifiers are only in the helpful or harder category.

The player may know that masterwork tools can add a +x bonus, the character only knows that they have good tools. The player may know that Accelerated Crafting adds 10 to the DC, the character only knows that it will make crafting harder. A player can know that each prerequisite not supplied by the creator is a +5 DC, the character only knows that it will make it harder. Can a character understand that by piling negatives and hindrances onto a project the task will become impossible? Yes, of course, but they should not know the level at which it exactly becomes that (unless based strictly on their skill level and base DC or other factors they have actually experienced and worked through, sometimes over several attempts, like trying to pick a lock and figuring out the exact DC to open it.)

I'd say, and this is just a suggestion, if the DC of a task is +10 DC higher than the best possible role, a character MAY understand it is impossible before having to make an attempt, but that purely depends on the situation and the character's actual experiences.

mdt wrote:
Now we're in place that's way out of his comfort zone and training. Sure, he can get specs, but one mistake and it blows up completely (cursed object) and he doesn't feel he can do that with even a small chance he can do it safely.

So you claim, he's your character. I can't really argue but I'm pretty sure if his boss paid for the parts and ordered him to try it he would make the attempt. Whether he would actually know how hard it is, I don't think he would. He's dealing with something outside his area of expertise. He's just guessing that it might be too hard, the DC could be well within his abilities. Will he speak up? I don't know, maybe he really, really wants a chance to try and do it and if he speaks up or shows reluctance he might never get the chance. He might even lose what job he has now or be replaced by the guy that does get hired to do the job. Is he the kind of person who takes his shot? I don't know.

I can screw up cooking a meal, even the same meal, I've made over and over even following a recipe. Sometimes there are factors that come into play that you can't control. Sometimes the oven says 450 but it's output is 415 and only after the first few tries and having to figure out what the actual problem was (not skill, not a too complex recipe, but instead equipment) can you pinpoint whether you have any chance. There's factors that can't be controlled, that's what the d20 range is made to emulate.

So if you ask me if I can cook you a pizza, I'll say yes, but if my oven is out-of-whack and giving me a penalty, I can't know that I'm going to fail until I go through the work of making it and actually have it cooking. It may be salvageable (fail by less than 5) and I can just push it back into the oven a little longer. Or I could fail by 5 or more, and have to remake the pizza. I could also start cutting corners, leaving things out (failing to apply requirements), and I might know that this will affect the quality (make it harder to produce an acceptable result) but I can't know whether the product will be acceptable until the end. Sometimes you won't know even when done with it until someone else tests it (the customer eats it and tells you it sucks, or another one dies...) Once I know, in-character, all the factors, not just the ones I'm privy to because I have a rulebook, I can then factor in whether a task might be impossible (Oven broke, pupils have finished dilating from the optometrist visit, etc.)


Pizza Lord wrote:
Did Henry Ford know he could succeed at building a car? Did Edison know how difficult it would be to create a light-bulb (and really, it isn't)? No, but he tried and I bet he failed hundreds of times despite having incredible skill. I bet there were engineers 3 times smarter and better than he was that still couldn't do it after seeing one. I've screwed up dozens of pizzas and I know what I'm doing, honest.

Certainly Henry Ford knew a car was possible. There already were cars then. He was just making one cheaper. Which was also something that would have been known to be possible, but not trivial. The assembly line was his main innovation involved in the creation of cheaper car production (and it involved a lot of people, actually).

As for Edison, he sure as heck knew that making a light bulb would not be easy unless he was really lucky. That's why he tried filament after filament after filament in an attempt to find a material that would last for an acceptably long amount of time. Once the right material was found, it's quite certain another engineer could duplicate a light bulb (the basic principles are far from mysterious). This is actually something that didn't involve much clever thinking, but rather just a ton of grunt work testing different materials.

Generally speaking if the difficulty of some sort of engineering task or the like isn't known going into it, then a little theoretical work beforehand will give a rough estimate of the difficulties. Such estimates aren't always right, but that's beyond the concern of the game. When the DCs aren't up to DM discretion or hidden from players, then I think it is generally fair to assume that a character can make a guess about how difficult something is (especially if they are trained in that field). The system would be designed very differently if such things were meant to be unknowns to players/characters.

In fact, the system DOES have a source of surprise/unknowns in skill checks. These are circumstantial modifiers that a player/character might not be entirely aware of. This is the system the DM should use when he wants more uncertainty. That and/or have complicated situations that involve some skill checks to help accurately assess a situation.

Edit: Oh, and another source of uncertainty with skills would be opposed rolls. Point is, the magic crafting system isn't designed to be one where you don't know the DC. In fact, it would be a pretty stupid system if you couldn't at least have a good idea of what the DC was.


Drachasor wrote:
Once the right material was found, it's quite certain another engineer could duplicate a light bulb (the basic principles are far from mysterious). This is actually something that didn't involve much clever thinking, but rather just a ton of grunt work testing different materials.

Yes, eventually I'm sure they did. But just suddenly hearing 'Hey, Edison just invented something called a 'light bulb!'" or seeing one hanging from a ceiling didn't immediately make them say, 'Oh, that's only DC 15 and I have a skill mod of +5 and taking 10 makes that now completely doable." Just knowing that such an item exists doesn't have any bearing on whether a task is or is not impossible for them, only that it may be possible (assuming it wasn't a trick or hoax.) Otherwise, if I were to be convincing enough in saying I invented time travel, then suddenly the difficulty of making a time machine becomes a known factor.

Also, seeing a 'light bulb' may give someone an idea of what to do; glass bulb enclosure, tungsten filament, electricity..., that doesn't make it any more certain how well their first try will turn out, especially when they start cutting requirements like Pathfinder crafters seem wont to do. I could know every ingredient in a souffle` that doesn't make the DC any easier (not having requirements makes it harder).

Quote:
This is actually something that didn't involve much clever thinking, but rather just a ton of grunt work testing different materials.

I'm certain that there were dozens of people for which the task of making a light bulb truly was impossible for them to succeed at, but they still tried. Must people will comprehend that they have a high chance of failing, even many times. That does NOT mean they necessarily comprehend that they will never succeed. I think more people probably failed to make a successful light bulb AFTER the light bulb was successfully made than before it was.

Quote:
The system would be designed very differently if such things were meant to be unknowns to players/characters.

The system for crafting and magic and combat is meant to be known by the players. Characters are not the same as players. They don't think in terms of 'This round I will use a full-attack action while my fellow PC uses an Aid Another to provide me a +2 bonus, thus allowing my attack a 10% increase against the NPC's armor class." He might know that his friend's help is making a task easier, and it's more or less helpful than when a cleric blesses him, but only if he's experienced being blessed or knows the spell.

It's no different from just telling a player the AC of the monster they're attacking to speed time so they know if a roll is a hit or miss, but then they have their character start Power Attacking or adjusting strikes at just the exact point where they don't miss without their character having made any misses or close strikes that would let them believably zero in on such an exact stance.

Even systems designed to be secret can easily be gamed by players. A secret Appraise check can easily be sorted into a probability range, but that doesn't mean your character should act with the same confidence, they should likely be confident that they made an accurate call (or just be unsure if that's what the result says).

Even you admit that with research, you might get a rough idea, and that that rough idea can still be inaccurate. Since we aren't really talking hard rules, I stand by saying a character should not know that an unknown task is clearly impossible without making a reasonable attempt at the task, or one similar, by which to gauge its difficulty. Just having someone, even an experienced person, tell you that you will fail at something, that you have no chance of success, is not enough to shake someone who truly wants to try for something, and most adventurers... they fall into that category of character.


Pizza Lord wrote:


Did they know the item exists?

Did they know that a belt of +2 str exists? Uhm, yeah, that's one of the most common items in the game. So anyone with Knowledge(Arcane) ranks at all knows it exists. Fighters know it exists.

Pizza Lord wrote:


I suppose the player may have stated the name of the desired object or one with abilities similar to what he wanted. Did the character know there's such a thing in existence or did they have a desire for an item with abilities that coincide with an existing game item?

So basically, you assume that common items (like Belts that increase stats, or healing potions) are uknown to the general populace? Sorry. The game does not assume that, it assumes that magic is common, and magic items are common. not all are of course, but a belt, yes, that's dirt common. Same with a cloak of resistance, those are well know. Rings of protection. Magic swords, magic armor. Nobody needs a knowledge check to know they exist.

Pizza Lord wrote:

Do plans for the item exist? I also agree that there is likely a wizard or other crafter who has made notes on the process for making the item or one similar to what was attempted. Did the crafter bother to get some plans? Did the crafter make any attempt at all to make even the slightest attempt at making the task easier? For all we know, they cut corners and ignored every prerequisite they possibly could. To me that means they are intentionally ignoring a risk of failure.

Since there are no penalties for not knowing about the items, it's patently obvious the system assumes the crafter knows what the @*$#* he's trying to make.

Pizza Lord wrote:


The straight-forward answer is that a character will probably have an idea of success based only on things they actually know. That means, how skilled they are and the base DC for crafting a specific item. After that, certain other modifiers are only in the helpful or harder category.

No, it's not the straight forward answer. The straight forward answer is, if he's making any standard magical item, then it's a straight forward magical item that everyone knows about. You might have some argument for custom magic items (like a belt that adds to stats and acts as a monks' robe for example), but nothing in the core items supports your assertion. You'd have add a whole section to the rules about 'knows about item' or 'very familiar with item' or 'never heard of item'. Nothing like that exists in the rules, that's your houserule.

Pizza Lord wrote:


The player may know that masterwork tools can add a +x bonus, the character only knows that they have good tools.

BS. The character knows that a sword is either a 'minor' or an 'intermediate' or 'advanced' or 'major' or 'ultimate' magic weapon. He may not know, in character, the nomenclature of '+1' vs '+2', but he knows the difference between the two. Otherwise you'd never be able to settle on a price for a freaking magic weapon because nobody would know the difference between +1 and +5 If you want to make all magic items unidentifiable, then you can just toss all the prices out because nobody can tell what to pay for or charge for any magic weapon because 'nobody knows how powerful they are'.

Pizza Lord wrote:
The player may know that Accelerated Crafting adds 10 to the DC, the character only knows that it will make crafting harder. A player can know that each prerequisite not supplied by the creator is a +5 DC, the character only knows that it will make it harder.

Ask any chef, which is harder, baking a two tiered cake, or a six tiered cake? Then ask them about how much extra effort it takes? Now ask a mechanic which is harder, building a kit car, or building a custom hot rod? Any competent craftsman can tell you, roughly, whether something is possible or not. Your statement would have had us, throughout history, having people say 'Uh, dunno, I might be able to make a staircase out of pine, but I only done oak before, so I don't know'. Does he know exactly? No, but he's going to have a pretty darn good ballpark, unless he's a novice. But even a novice is going to know 'Hey, if I don't have 2/3rds of what I need, I'm going to need a miracle to pull it off'. I find the whole argument that people with actual ranks in a skill don't know anything about the skill to be preposterous.

Pizza Lord wrote:

Can a character understand that by piling negatives and hindrances onto a project the task will become impossible? Yes, of course, but they should not know the level at which it exactly becomes that (unless based strictly on their skill level and base DC or other factors they have actually experienced and worked through, sometimes over several attempts, like trying to pick a lock and figuring out the exact DC to open it.)

Let's try your logic.

Can you jump over a 1 foot puddle?
Can you jump over a 1 foot puddle if I put 250 lbs of weight on your back?
Can you jump over a 1 foot puddle if I put 500 lbs of weight on your back?
Can you jump over a 1 foot puddle if I put 750 lbs of weight on your back?

Per your logic, you can't decide if it's harder to do a jump with 250 or 500 lbs. Remember, these things are not adding a minor penalty (like 1) they're adding +5 each (that's increase the difficulty by 25% each time you add something). That's not a little thing, that's a BIG thing, and it doesn't take much to figure out that that is going to rapidly put it into the realm of 'I need a miracle'.

Pizza Lord wrote:


So you claim, he's your character. I can't really argue but I'm pretty sure if his boss paid for the parts and ordered him to try it he would make the attempt. Whether he would actually know how hard it is, I don't think he would. He's dealing with something outside his area of expertise. He's just guessing that it might be too hard, the DC could be well within his abilities. Will he speak up? I don't know, maybe he really, really wants a chance to try and do it and if he speaks up or shows reluctance he might never get the chance. He might even lose what job he has now or be replaced by the guy that does get hired to do the job. Is he the kind of person who takes his shot? I don't know.

Now you're twisting what I'm saying. Whether he says something or not is up to the GM. Sure, he could keep quiet, but it honestly doesn't get you anything to stay quiet. He should speak up and say 'Hey, I don't think this will work, and it could turn out very bad'. But that's a seperate argument, and one I never made, so stop putting words in my mouth. Personally, I would have the NPC say something about not thinking he can make it, but that's me.

Pizza Lord wrote:


I can screw up cooking a meal, even the same meal, I've made over and over even following a recipe. Sometimes there are factors that come into play that you can't control. Sometimes the oven says 450 but it's output is 415 and only after the first few tries and having to figure out what the actual problem was (not skill, not a too complex recipe, but instead equipment) can you pinpoint whether you have any chance. There's factors that can't be controlled, that's what the d20 range is made to emulate.

Yes it can, but the game doesn't autofail on a 1, so there's no way to screw up cooking pasta under the rules after a certain point. That's because it's a simulation of reality, not reality. However, that would be a circumstance penalty, not anything to do with his skill. And if he doesn't know about the penalty, he'd accurately say 'I can do this in my sleep' and be wrong. But it wouldn't be because he didn't know what he was doing or about how hard it was in general.

Pizza Lord wrote:


I could also start cutting corners, leaving things out (failing to apply requirements), and I might know that this will affect the quality (make it harder to produce an acceptable result) but I can't know whether the product will be acceptable until the end.

We're back to moving the goal posts, but ok. Again, circumstance bonuses. And again, the guy should have an idea. "Hey, I usually can do this no problem but it takes me a week or so. I can cut some corners and try to hammer it out in a couple of days, but I can't guarantee it'll come out right." That's all that he has to know and communicate.


mdt wrote:
Per your logic, you can't decide if it's harder to do a jump with 250 or 500 lbs.

I don't see how you came up with that logic at all. In the text you quoted it very clearly says:

Quote:
'Can a character understand that by piling negatives and hindrances onto a project the task will become impossible? Yes, of course'

It then states that an exact understanding of exactly where that lies should NOT be available to a character, just because the world seems to strangely think that everyone moves in 5 and 10 ft increments. It's a mechanic to make the game playable, not to be used to break the 4th wall in the game.

"That guy has a dagger! It's okay, as long as I stay more than exactly 5 ft away from him."
"That guy has has a 6 foot greatsword! It's okay as long as I stay more than exactly 5 feet away from him."
"That guy has an 11 foot giant's falchion, It's okay, because he only has 5 foot reach with it!"
It may be true in the game, but it would be hugely inappropriate for a character to react that way.

Just like it would be fine for me, the player, to say to you my character would be fine, because his encumbrance penalties don't come into play until 251 lbs. But it would be hugely inappropriate for my character to in-game imply that carrying 250 pounds is just as easy as carrying 2. It's just that one copper piece or torch that breaks his back and adds 5 to the DC, not even a 1 or 2 point swing in the middle there. It's a game mechanic, not a worldly natural law known by every scholar with a rank in Jump.

mdt wrote:

Let's try your logic.

Can you jump over a 1 foot puddle?...
...if I put 250 lbs of weight on your back?
...if I put 500 lbs of weight on your back?
...if I put 750 lbs of weight on your back?...
...these things are not adding a minor penalty (like 1) they're adding +5 each...

As for your puddle conundrum. Let me ask you this then... is it impossible? Let's say you take 10 and jump a 1 foot puddle. Maybe you the player knows that it's a DC 6. Okay, does that mean you know you can do it with 250 pounds? You can surmise and you can plainly tell it will be harder (you as a player know it might be exactly +5 DC harder), but do you know it's impossible to do it? How, explain it. This is your example.

Let's say you try and prove me wrong, so pick up your 250 pound bag of logic and you Take 10 trying to jump that 1 foot puddle with 250 pounds of gear and YOU FAIL. Does that mean it is impossible? How do you know? How do either you or your character know?

So you try again, Taking 10 again, and failing. You do that 6 more times and you get muddier and muddier and you lose time and money and spell resources casting prestidigitation to clean your trousers and you complain that the DM should have told you the first time out that it was impossible and he gets tired of your whining and tells you an owlbear arrives and that your 250 pound friend leaps on your back and yells "Run!"

So you run and this time you can't Take 10 since you're in a stressful situation. You have to roll and you know what, somehow, even with an additional +5 difficulty from having 500 pounds on you, you roll, the DM fairly adds up the totals and says you make it. Turns out that it WASN'T impossible to jump the puddle with even 250 lbs of gear, but you didn't know exactly what you needed to roll to do it or whether you could do it all until you actually made the effort and your character wouldn't have either.

Obviously if 7 million pounds is too much for you to lift, then you know you won't be making any jumps with it either, but when the number is with a small range of possibilities, as I stated in my opinion, then it is also reasonable that a CHARACTER does not know precisely what they 'have to roll' to do it.


The rules are simply not written from the perspective that characters don't understand how their own skills work. Just like they'll know how much they can carry before getting encumbered.

Again, a system that assumed ignorance in these matters would be written quite differently. Afterall, there are rules to modify DCs so players/characters won't know what they are. Item Creation doesn't use them. The check isn't made in secret, the DCs aren't hidden, there are no hidden modifiers to the DC, etc.

Worst case a pretty simple Spellcraft check should cover it, but that's a house rule, since there are no rules that insist on the ignorance of the crafter in this case.

What you are doing is making house rules and then insisting everyone follow them. What you are doing is much like insisting a player with a particular skill can't look at the table on DCs for various tasks in the book.

Grand Lodge

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At the VERY least, you have a general idea. I'm a chef by trade. So lets use cooking. I have a recipe for chocolate chip cookies. Well I'm fairly well skilled so with a quick look, I know I can do this while half asleep. Then I see a recipe for quail stuffed with pate with a cherry zin glaze. Well once again I am quite skilled so I have a pretty good chance of doing this one just fine as well. Now I have a recipe for a souvid chicken served with crispy skin on a bed of frisee with a hollandaise vinaigrette and pouched egg. Only I have no souvid machine, no oven, no oil, no salt no pepper and using a campfire to do everything in. Yeah I am pretty dang skilled but I'm pretty sure that ain't coming out right. Exact numbers, probably not, but generally yeah you know.


Cold Napalm wrote:
At the VERY least, you have a general idea. I'm a chef by trade. So lets use cooking. I have a recipe for chocolate chip cookies. Well I'm fairly well skilled so with a quick look, I know I can do this while half asleep. Then I see a recipe for quail stuffed with pate with a cherry zin glaze. Well once again I am quite skilled so I have a pretty good chance of doing this one just fine as well. Now I have a recipe for a souvid chicken served with crispy skin on a bed of frisee with a hollandaise vinaigrette and pouched egg. Only I have no souvid machine, no oven, no oil, no salt no pepper and using a campfire to do everything in. Yeah I am pretty dang skilled but I'm pretty sure that ain't coming out right. Exact numbers, probably not, but generally yeah you know.

What your avatar needs now is a Chef's hat and various cooking ingredients floating in the magic purple stuff (the technical term for that escapes me at the moment).

Shadow Lodge RPG Superstar 2010 Top 8

Cold Napalm wrote:
At the VERY least, you have a general idea. I'm a chef by trade. So lets use cooking. I have a recipe for chocolate chip cookies. Well I'm fairly well skilled so with a quick look, I know I can do this while half asleep. Then I see a recipe for quail stuffed with pate with a cherry zin glaze. Well once again I am quite skilled so I have a pretty good chance of doing this one just fine as well. Now I have a recipe for a souvid chicken served with crispy skin on a bed of frisee with a hollandaise vinaigrette and pouched egg. Only I have no souvid machine, no oven, no oil, no salt no pepper and using a campfire to do everything in. Yeah I am pretty dang skilled but I'm pretty sure that ain't coming out right. Exact numbers, probably not, but generally yeah you know.

This! I'm not a chef, but I've always loved the crafting=cooking analogy.

In this instance I think a character should know when they can take a 10, when taking a 10 won't cut it, and when they have no chance of success.

Cursed items would naturally result by accident from the second category.


I don't think Pizza Lord is interested in anything that doesn't agree with him. To PL, the characters are all morons who have no idea how much training they have, no idea how hard any task is, and no idea what they are making when they start nor how to do it.

I think I'll stick with the system as obviously intended, and as is analogous to the real world, where someone skilled in the art can tell you a ball park 'easy, doable, tricky, almost impossible, snowballs chance' based on the requirements.


On a second note, I don't have time to track it down, but part of the FAQ response on +5, Sean indicated that the dev's intended it to be next to impossible to create a cursed item unless you were really really trying to do something way out of your league. So that would indicate that actually screwing up should be hard unless you're intentionally overreaching what you can do, which requires you to know what you can do.


Sorry, not ignoring you. It was DnD night.

Drachasor wrote:
The rules are simply not written from the perspective that characters don't understand how their own skills work. Just like they'll know how much they can carry before getting encumbered.

That, Drachasor, is a fine and acceptable thing to say and is helpful to the OP and his inquiry. I can disagree, and that's perfectly fine. You can accept that I have a valid point or not.

Quote:
What you are doing is making house rules and then insisting everyone follow them. What you are doing is much like insisting a player with a particular skill can't look at the table on DCs for various tasks in the book.

At no point have I made any insistence that a player shouldn't understand how skills work. In fact, I can quote many examples where I mentioned that a player CAN AND SHOULD know, but that it is the character that cannot be played as having omniscient, totally-accurate, probability of success based on game mechanics, especially for a task they have never attempted or one similar, unless the odds are so obviously high that a realistic portrayal of a character would indicate it (For example, more than a 5 point swing.)

What I am doing is not a house rule, I have offered no option on rolling a dice or saying that a person with X ranks knows Y. All I have said is that a CHARACTER who has not done something, should not be played as if he has done something. That is NOT a house rule and is a generally understood concept of the game. Similar to how a druid can change into any animal, but they must be familiar with them. If your druid lives in the desert it doesn't matter how knowledgeable about nature she is, if she isn't familiar with a polar bear, she can't turn into one.

When I read a statement like yours which is so obviously untrue, and easy to see by reading my posts, it makes me less inclined to want to share their viewpoint, and it isn't that I don't see your point, but that I think it's you whose being more insistent on narrow-mindedness where it isn't warranted (as it pertains to Ravingdork's request for advice.) Yes, he asks for a RAW on it but we both agree there is no rule for what a character knows pertaining to what is specifically and undeniably a game mechanic.

In fact, the game mechanics on what a character knows as opposed to what a player knows are well on my aside, notably with precedents on not allowing characters to shift into the aforementioned unfamiliar shapes or create an illusion of a creature or object they have never seen.

Regardless of whether your character's intelligence is 20 and his Carpentry skill has 15 ranks, if he's never seen circular saw, he can't cast an illusion or use a creation spell that makes one, and if he tried to make one from guess work, it wouldn't fool even an INT 5 person with no ranks of Carpentry that has seen a circular saw. It doesn't matter if the player knows that circular saws are available in-game one kingdom over or even if the character himself knows they are, he's never experienced one. And even if the check to use one is only DC 10, he has NO way of knowing how hard it is to use one until he tries.

Cold Napalm wrote:
I'm a chef by trade. So lets use cooking. I have a recipe for chocolate chip cookies. Well I'm fairly well skilled so with a quick look, I know I can do this while half asleep

Yes, and by your statement we can presume you have made chocolate chip cookies before or at the very least a cookie of some type which we can all agree the addition of chocolate chips is highly unlikely to change the skill level. As such we both agree, a person performing a task that they have done before should know the probability of success. You and I can both agree that someone who has only successfully made toast in a toaster, even if was 'cinnamon' toast and then they managed to butter it, doesn't mean they know how to work an oven, or understand the reason they see people stick a toothpick in the batter, or even understand that when the door opens there's going to be a blast of really hot air flying out, even if they know that an oven is hot.

Quote:
Only I have no souvid machine, no oven, no oil, no salt no pepper and using a campfire to do everything in. Yeah I am pretty dang skilled but I'm pretty sure that ain't coming out right.

Immaterial to the post, you still need to have the raw materials and a suitable workplace. That IS actually in the rules. In this case, a CHARACTER would know that the task is impossible. Without the zinfandel, it doesn't matter how much quail you have or how good the cherries, you aren't going to get the dish correct. In fact, it could actually turn out disastrously wrong if you didn't understand how the zin reacted with the cherry sauce and how that affected the cooking time of the quail once glazed on.

Quote:
Exact numbers, probably not, but generally yeah you know.

Thank you, Cold Napalm. I agree with you, generally you would know, but without exact numbers, a range of 5 or so is not enough to KNOW that a task is now IMPOSSIBLE, which is the point of the post.

Benchak the Nightstalker wrote:
In this instance I think a character should know when they can take a 10

No disagreement there. A character can't Take 10 when they can't Take 10 (I would never let a character in-game say they were Taking 10, of course, that's a game mechanic. They would use a term or description appropriate to the setting if they were talking about their amount of effort. A PLAYER asking me if they were able to Take 10, well... either they can or they can't. Taking 10 isn't really relevant to the post, unless your wanting to apply a house-rule that somehow uses the ability to Take 10 as some judgement of impossibility. I don't see how that would work though, since there's a 10 point leeway between success and failure.

Quote:
...when taking a 10 won't cut it...

I disagree (obviously basing this on a task a character has not performed on a similar or equal task, which is the point of my stance on this, and one I think most people are either missing or ignoring). If the character has never sculpted a fluted urn before, the character shouldn't know if they'll succeed by Taking 10 any more than a person knows whether they'll succeed trying to pick a lock, even if the player knows that lock DC typically come in 20s, 30s, or 40s. He might have a high enough skill to pick any lock he knows of by 'Taking 10' but there could be an arcane lock on it and so he fails. You shouldn't just say, "You're going to fail." You say,

"You try and pick the lock but fail, must be tougher than you thought." You certainly wouldn't say, "Having failed, you know this lock is exactly 4 DC too much for you." You let them keep trying, maybe he takes out some masterwork tools, or then gets a guidance spell cast, or then actually tries to get a better result than 10, but either way, they do NOT know they are going to succeed or whether it's impossible until they make the attempt. Afterwards, if they see a lock that looks the same as that one, they can in-character say, "This one might be impossible, since I've never succeeded at beating this model before."

mdt wrote:
I don't think Pizza Lord is interested in anything that doesn't agree with him. To PL, the characters are all morons who have no idea how much training they have, no idea how hard any task is, and no idea what they are making when they start nor how to do it.

I have no idea what you are trying to prove with a statement like this. I don't know if you are trying to insult me into replying or just honestly missed me, but while I won't let it color my views of your opinion on this thread, I'll thank you to not make such presumptions based merely on my disagreement with something you feel so strongly about.

I am quite happy to hear other opinions and just because I choose to offer an opposing point-of-view or play devil's advocate to fully explore a subject is not for you to play high-school student with semester of Psychology as a way to denigrate me.

I politely replied to your post and your responses seem vitriolic and aggressive for no reason I can determine other than a passion for skill DCs. I hate to have a thread get warned because of one person who can't maintain civility, especially when for the most part others, despite disagreement, are providing a heart-felt thoughtful debate and exchange which, may or may not, help Ravingdork come to a decision that suits him. Take a step back, mdt.

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Sean indicated that the dev's intended it to be next to impossible to create a cursed item unless you were really really trying to do something way out of your league.

That's a fair response in answer to what Ravingdork asked. Just because that's a fair response, doesn't mean that I can't reply and say that because it's what was intended, that that's how it was written and conveyed.

I think we can all pretty much agree that if they wanted to make it near impossible, it would have been much more than a miss of 5. It could have been an 'only on a roll of 1', or 'only on a roll of 1 and then requiring a successful DC 5 Wisdom check' It's harder to get a mishap using a scroll or UMD to activate an item blindly than it is to get a cursed item. So unfortunately, the actual rules support cursed items a bit more than mere mishaps and miscast spells, though that's just an observation.

Still that's not the point of the post, the point is just how much does a CHARACTER know about the exact point at which their task becomes impossible. Which brings us to:

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So that would indicate that actually screwing up should be hard unless you're intentionally overreaching what you can do, which requires you to know what you can do.

I don't disagree, and here's where I think you haven't actually paid attention to what my posts say, but if you know you can do something then you obviously know it's not impossible, correct? But not knowing you can do something does not make it impossible, fair? And if it's something you've never done, then you can't fairly, at the very least even, know that it's impossible unless it is believably, realistically impossible based on known laws and factors that you (or your character) would actually know (which don't include rules mechanics for a character, at least not in this game.)

Grand Lodge

Pizza Lord wrote:
Immaterial to the post, you still need to have the raw materials and a suitable workplace. That IS actually in the rules. In this case, a CHARACTER would know that the task is impossible. Without the zinfandel, it doesn't matter how much quail you have or how good the cherries, you aren't going to get the dish correct. In fact, it could actually turn out disastrously wrong if you didn't understand how the zin reacted with the cherry sauce and how that affected the cooking time of the quail once glazed on.

A campfire is a workplace. You have a penalty, but you can work on the road. All the stuff I mentioned can be replicated IF your REALLY good and know your cooking...I am not that good and I know it. It's like missing a spell for crafting an item. You can replace it with something else...if your good...hence the higher DC.

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Yes, and by your statement we can presume you have made chocolate chip cookies before or at the very least a cookie of some type which we can all agree the addition of chocolate chips is highly unlikely to change the skill level. As such we both agree, a person performing a task that they have done before should know the probability of success. You and I can both agree that someone who has only successfully made toast in a toaster, even if was 'cinnamon' toast and then they managed to butter it, doesn't mean they know how to work an oven, or understand the reason they see people stick a toothpick in the batter, or even understand that when the door opens there's going to be a blast of really hot air flying out, even if they know that an oven is hot.

Are you under the mistaken impression that somebody who has taken a craft feat and has ranks in skills have NEVER done thing associated with that skill before?!? Seriously?!? Yeah gonna say WTF to this.


Cold Napalm wrote:
All the stuff I mentioned can be replicated IF your REALLY good and know your cooking...

Nooo, all that stuff you mentioned (salt, oil, chicken) is considered raw materials and you pay that cost to begin crafting. Those aren't requirements you can try and buy off with increased DC. That's the stuff you have to replace when you screw up your check.

If cooking was similar to creating magic items, then perhaps it would be possible. There would be dishes that say things like, 'Must be an orc' or 'Can only be made on St. Patrick's Day.' Then maybe adding to the DC would apply but, as it stands, your example is incorrect and you are mistaken.

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Are you under the mistaken impression that somebody who has taken a craft feat and has ranks in skills have NEVER done thing associated with that skill before?!? Seriously?!? Yeah gonna say WTF to this.

I don't know ::scratches chin thoughtfully:: I guess... when a player's character gets level 3... and he tells you he's adding a rank in Spellcraft and taking the Craft Wondrous Item feat... If he then looks across the table at you and says he wants to craft a pair of Gloves of Dexterity because he's made hundreds of them before... I'm gonna hope that this example makes some sense to you. Regardless of how many ranks he had in Spellcraft last level or how many he put in this level and regardless of the fact he has taken a crafting feat, that does not automatically mean the character has crafted every item that's listed in the book. I'm pretty much 100% on it.

A character has a history, they have a list of things they have and have not done, regardless of skill points. If you, as a DM, allow a character to have a back-story where they did things like fight in the Orc Wars or win the big Chili Cook-Off, that's fine, that means it may be something the character did, more power to him. Otherwise, a DM could also just as easily say, "I see you've taken some Cooking skill to enter the big Chili Cook-Off, but making championship chili is more than knowing how to cook, you need to X..." I also don't let my characters go around saying they've slain 100's of great wyrm dragons including Bahamut just because they made a Dragon Bane sword last level and took Dragon as a favored enemy.

Now... if that is, in fact, a 'WTF moment', and the concept of characters facing the unknown or uncertainty even while working in their chosen field really is mind-blowing to you... I'll take your word for it.


If your character has enough ranks in Spellcraft to identify it, and the relevant crafting Feat, he knows what it is, what is required to make it, and how hard it would be. He knows the "recipe" as it were.

If I've never made chocolate chip cookies before, but I have the recipe, that is not somehow going to baffle me into going "Oh lawdy I've got no clue how to use an oven any more!" or anything silly like that. You don't need hands-on experience to follow a recipe. That's what the recipe is FOR.

Now, if he's never made one before...maaaybe he doesn't know what it's supposed to look like EXACTLY when it comes out. Maybe he doesn't realize that the fact that the belt buckle is silver instead of gold means his Belt of Physical Perfection is actually that Belt of Powerlessness, just like a newbie baker/someone who's never made cookies may not realize that the fact that the tops are golden brown but the bottoms are scorched black means you messed up a bit.


That seems reasonable to me, Rynjin. Just remember, the post is about knowing at which point a person knows that something is impossible. Some people seem to believe it's at all times, I seem to feel there's a personalized area based on individualistic character achievement.

To continue with the cooking analogues, I guess... the question isn't so much that you fail or really mess up after cooking, it's knowing whether you have any chance at all just by looking at the 'recipe'. For instance, it's not that you read the instructions and they say, 'Whip two goose eggs until fluffy white' and you don't understand it, but it's more like, if you've never beaten goose eggs and you don't realize that it takes 3 times the whipping and 2 times the speed compared to the chicken eggs you've always used before. It's not that you don't understand when the recipe says, 'Cook for the duration the time it takes to recite two stanzas of the Dragon and the Maid. (or 25 minutes)' but it might not realize that you're up in the mountains and at higher altitudes things take longer to cook. If you're not used to cooking at the new altitude, even a recipe you've succeeded at many times can have its DC adjusted in ways you cannot believably compensate for without testing or having experienced.

Hopefully you won't jump to conclusions like some others and think that the only alternative to a character lacking omniscient game-mechanic knowledge of probability ratios is a character who is a total moron and incompetent in all matters.

Grand Lodge

Pizza Lord wrote:
Cold Napalm wrote:
All the stuff I mentioned can be replicated IF your REALLY good and know your cooking...

Nooo, all that stuff you mentioned (salt, oil, chicken) is considered raw materials and you pay that cost to begin crafting. Those aren't requirements you can try and buy off with increased DC. That's the stuff you have to replace when you screw up your check.

If cooking was similar to creating magic items, then perhaps it would be possible. There would be dishes that say things like, 'Must be an orc' or 'Can only be made on St. Patrick's Day.' Then maybe adding to the DC would apply but, as it stands, your example is incorrect and you are mistaken.

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Are you under the mistaken impression that somebody who has taken a craft feat and has ranks in skills have NEVER done thing associated with that skill before?!? Seriously?!? Yeah gonna say WTF to this.

I don't know ::scratches chin thoughtfully:: I guess... when a player's character gets level 3... and he tells you he's adding a rank in Spellcraft and taking the Craft Wondrous Item feat... If he then looks across the table at you and says he wants to craft a pair of Gloves of Dexterity because he's made hundreds of them before... I'm gonna hope that this example makes some sense to you. Regardless of how many ranks he had in Spellcraft last level or how many he put in this level and regardless of the fact he has taken a crafting feat, that does not automatically mean the character has crafted every item that's listed in the book. I'm pretty much 100% on it.

A character has a history, they have a list of things they have and have not done, regardless of skill points. If you, as a DM, allow a character to have a back-story where they did things like fight in the Orc Wars or win the big Chili Cook-Off, that's fine, that means it may be something the character did, more power to him. Otherwise, a DM could also just as easily say, "I see you've taken some Cooking skill to enter the big Chili Cook-Off, but making...

NO, your mistaken. The list of ingredients is the requirements for the item. The gold you spend on getting said ingredients is the gold you spend on materials. If I don't have quail, I can get squab or sparrow and try with that instead. It makes it harder (hence higher DC). So once again, a person who is trained knows their general limits. I would give you a can take 1 and succeed, take 10 and succeed, need to roll to get it, highly unlikely (need a 19-20) and impossible for you.

Being trained in various equipment of the trade is part of having ranks in a skill. Just because I have never made a recipe does not mean I can't easily make it if the recipe is easy enough. Just because the character never made a glove of dueling does not mean he has no clue on how to make it. He has made other items in the process of learning the skill and the feats so that the roll culminates in everything he has learned so far to make it happen.


Ravingdork wrote:
On one hand, if they know, cured items can't really exist accidentally (as no one would ever fail). It also strikes me as metagaming.

Just because they'd know when they have 0% chance of success they wouldn't ever fail? that's false logic. Your statement was they'd only know when they have 0% chance of success, not other chances of success like 10%.

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On the other hand, why would someone buy scrolls/get help to lower the DC if there wasn't an expectation of failure?

If they didn't think there was a CHANCE of failure, they wouldn't have a reason to do so, no. If they did think there was a chance of failure, they might do it to be safe, of course. If they didn't know what their failure chance was (in my opinion bad and unrealistic scenario), I presume they would almost do everything in their power to ensure it gets constructed safely.

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About the thread you linked though,

I think —if you are OK with taking 10 on crafting— you should have told them if their character would have succeeded a take-10 craft check. In other words they should have known their rough chances of success and failure (whether or not you're OK with taking 10 for crafting).

I'd say it's very reasonable for a character to know what's within their range of capabilities. Perhaps it could be off by a d8 or d10 minus intelligence modifier (absolute value) in either direction, but certainly they should at least have an approximate idea.

If you're not a fan of people metagaming, I don't think it makes much sense to punish a player for not metagaming or not knowing the rules very well. Giving out cursed items to people will very likely just cause them to learn (or "abuse"/metagame) the rules more; it's sorta a catch-22. Crafting in itself is like a catch-22 for the GM (WBL and such), which I assume is why it's almost non-existant in PFS.

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