| sf111 |
This is just way too long.Now yes, this is without the +10 DC to shorten the crafting times, but it still would be unreasonable. Also, it’s one thing to be realistic about crafting and another to viable for the game.
This is indeed the case. After some consideration I've let a player run a crafting character and I've played as a crafting character in a different campaign and both times I've noticed the same thing: Player characters rarely ever have 7 weeks of free time to make the accelerated half plate in the example.
The most "rest" time I've ever encountered was a mere 10 days of managing a business in town before someone else tries to blow up/take over the world and we needed to hit the road again.
Of course mundane crafting, just like magical crafting while adventuring will be slowed significantly by being on the move making it take even longer to make that half plate.
Lets also consider that this armour craftsman is most likely a non-magical fellow with a limited resource pool for magical assistance items/willing party mates. What happens with all the extra tools and other bits one needs to pound out a suit of armour? The forge, the anvils and the tools needed? Sure, craftsman tools are a flat 5lbs, but everything else takes up quite a bit of space and weight. Not everyone has a bag of holding big enough to carry a set of anvils and other crafting requirements... You cant always take your mule drawn cart with you up the bad guy's mountain fortress...
While players crafting their own gear is epic, a departure from attempted realism in the crafting rules is necessary to make it a viable option for use by PCs within their many constraints.