Seraphimpunk
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i've got a gripe about the crafting skill.
the magic items are a lot easier to craft than the nonmagical items.
take crafting a masterwork composite longbow with a +3 strength pull. ( 700gp or something right? ) your character's going to have to spend about 6 weeks in game time crafting this wonderful item, presumably because he wants it. about 3 weeks if you're just making the 21 Craft DC to make the item, and another 3 to make the DC 20 masterwork craft check.
what do you get for your 6 weeks? a bow that cost 233gp instead of 700gp.
Is a 1st level fighter ever going to have a high enough craft check to do this when it counts? Even with 1 rank, +3 class proficiency bonus, lets say he's not dumb and has a +2 intelligence mod, and +2 masterwork artisan tools thats a +8. he can't take 10, so it's going to take longer than 6 weeks, and use up quite a bit of supplies.
its easier at lower price points.
you can craft 2 flasks of alchemist fire a week presuming you can make the DC 20 check. or one every 3 days.
but what can a wizard do? because its feat based, his crafting is bound by the rule of 1000gp of progress per day. at that rate the masterwork bow would be created in one day. A 5th level wizard can take the bow that took more than 6 weeks of some fighter's life to craft, and in 2 days (2,000gp) , turn it into a +1 composite bow for 1,000gp, half the price.
its kinda stacked into the realm of the improbable. there's no good reason that a PC will ever actually use their craft (bowmaking) skill. they might say in the background that for role playing reasons, he sits by the fire at night in camp and works on his bow. but by the time they're 2nd level or 3rd level, he's just going to have bought his bow, leveling up far faster than it would take for him to finish his first bow.
How about changing the Craft time from 1 week to 1 day. and have the material cost be half the item price rather than going through some formula for crafting DC vs. skill roll. if the roll fails by less than 4 then it can take an extra day and make another roll. if the roll fails, increase the cost of the item by 10%.
the bow would take 6 days of down time. the alchemist's fire 1 day to brew 2 flasks. its a simpler way for PCs with skills to use their abilities to achieve an in game benefit and save some cash at low levels.
In most dungeon settings, they're not going to have weeks of downtime, they'll have days, unless they're travelling ( at low levels ).
at high levels, they'll be buying it all and travelling magically anyway.