| Mark Chance 476 |
Do you wish the rules for the Craft skill made sense? Do you wish it were possible to craft equipment and still have time to adventure? Well, your wishes are our commands!
Making Craft Work presents a new system for the Craft skill that uses complexity rather than price to determine how long it takes to finish an item. This is an 8-page, black-and-white PDF available for $0.99 US.
The Spes Magna store is here.
| Cheapy |
Holy thread necromancy, batman!
Can I make sure that this is correct? Making a vehicle is a Complex Item, and making a tanglefoot bag (basically glue), is very complex and takes twice as long as making a vehicle?
I really enjoy the new system, and am gonna ask my GM if we can use it. But the Very Complex nature of tanglefoot bags (the main reason I'm doing crafting!) is kind of a hamper on that. Seems like I can never make them faster than a day, which is just whacky.
| Anburaid |
Holy thread necromancy, batman!
Can I make sure that this is correct? Making a vehicle is a Complex Item, and making a tanglefoot bag (basically glue), is very complex and takes twice as long as making a vehicle?
I really enjoy the new system, and am gonna ask my GM if we can use it. But the Very Complex nature of tanglefoot bags (the main reason I'm doing crafting!) is kind of a hamper on that. Seems like I can never make them faster than a day, which is just whacky.
IMHO it makes sense that a cart is less difficult than an alchemical item. For example a tagglefoot bag is probably air tight, as its "glue" never dries until used. There is also something similarly semi-magical about the other alchemical items.
| Spes Magna Mark |
IMHO it makes sense that a cart is less difficult than an alchemical item. For example a tagglefoot bag is probably air tight, as its "glue" never dries until used. There is also something similarly semi-magical about the other alchemical items.
That semi-magicalness is the main reason I put alchemical items higher on the list than other items. Of course, I feel Making Craft Work's system is flexible enough that a GM can tweak item complexities to fit campaign considerations. For example, a GM wanting an alchemically advanced campaign could reduce time units for such items.
@Cheapy: If you weren't using Making Craft Work for tanglefoot bags, how long would it take your PC to make one?
| Cheapy |
Anburaid wrote:IMHO it makes sense that a cart is less difficult than an alchemical item. For example a tagglefoot bag is probably air tight, as its "glue" never dries until used. There is also something similarly semi-magical about the other alchemical items.That semi-magicalness is the main reason I put alchemical items higher on the list than other items. Of course, I feel Making Craft Work's system is flexible enough that a GM can tweak item complexities to fit campaign considerations. For example, a GM wanting an alchemically advanced campaign could reduce time units for such items.
@Cheapy: If you weren't using Making Craft Work for tanglefoot bags, how long would it take your PC to make one?
Can't make them yet due to the outrageous DC of 25! Still seems odd that I can make a large ocean going ship in the same time it takes to make one bag. And that's without the help of others!
Also, how does the feat Master Alchemist work with this system? Cooperative Crafting? I'm away from the pdf right now, so I am curious.
| Spes Magna Mark |
Can't make them yet due to the outrageous DC of 25!
A very complex item has a DC modifier of +10 added to base DC of 10. That's DC 20. Right?
Still seems odd that I can make a large ocean going ship in the same time it takes to make one bag. And that's without the help of others!
As I note in footnote 3, the game rules don't handle item sizes well. This area falls firmly into the realm of GM fiat. If I were GM and someone had Craft (shipbuilding), I'd probably bump craft times by 25% and assume that the raw materials cost included hiring laborers.
Also, how does the feat Master Alchemist work with this system? Cooperative Crafting? I'm away from the pdf right now, so I am curious.
Those feats didn't exist when I released Making Craft Work. I've not even looked at them in reference to the system. Obviously, the Craft bonuses can just apply as normal. My instinct for Cooperative Crafting is that it reduce crafting times by 50%. Master Alchemist is more problematic since it does two different things. I think leaving the multiple dose of poison effect as is would work. For alchemical items, perhaps jacking up the bonus would work?
Also, don't forget that both exceptional checks and ranks in Craft can reduce crafting times.
Exocrat
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Master Alchemist is more problematic since it does two different things. I think leaving the multiple dose of poison effect as is would work. For alchemical items, perhaps jacking up the bonus would work?
I suggest letting Master Alchemist reduce the time unit for the check as if the complexity were two less. So that tanglefoot bag goes from taking two weeks to four days, but the DC remains 20. Assuming the crafter has 5 ranks in Craft (Alchemy) and hits 25 on his check, he'll get the tanglefoot bag done in a day, same as he would under the Paizo rules ((25 check * 25 DC) / (50 gold * 7 days) = 1.78 bags/day).
| Spes Magna Mark |
I suggest letting Master Alchemist reduce the time unit for the check as if the complexity were two less. So that tanglefoot bag goes from taking two weeks to four days, but the DC remains 20. Assuming the crafter has 5 ranks in Craft (Alchemy) and hits 25 on his check, he'll get the tanglefoot bag done in a day, same as he would under the Paizo rules ((25 check * 25 DC) / (50 gold * 7 days) = 1.78 bags/day).
Ah, I see what you did. You used actual math instead of just guessing. How very clever of you! :)
Good suggestion, Exocrat.