| Brogue The Rogue |
Eight hours of work is common for a "daily" activity, but I don't actually see anything in the skill descriptions that specifically define a "day."
There is, "You can earn half your Profession check result in gold pieces per week of dedicated work." Dedicated work really doesn't mean swapping back and forth between two projects. Also, since they don't define a "day" in game terms, one might argue that you have to fall back on the actual definition of a day. Either way, doesn't look good for your hopes.
So there isn't a really hard ruling on this. It's pretty open to interpretation. I'd personally say the RAW doesn't allow it, but it's really not gamebreaking. I'd allow any player to do it as long as they weren't being munchkinny. If it's not harming anything, why block it? Others will likely have different opinions.
I advise asking your DM.
Corbin Dallas
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I would have to agree with the consensus so far. This exact situation comes up in my game a lot. I defined a "dedicated week of work" to be 112 hours(7 days x 16 hours a day). Starting with that as a base we decide what a character can get done in a week. If they like the fatigued condition or wanna spend gold on a Ring of Sustenance, they are welcome to.
Work with your GM on it, that is probably the best suggestion.
| Brogue The Rogue |
There's always the Ring of Sustenance. That will allow more hours of work and/or rest each day. If there is a question of getting enough rest, you can use the ring and have up to 6 hours of leisure time each day.
But it's not really a question of getting enough rest. It's a question of interpretation of the rules, and what defines "dedicated work." I can't imagine a situation where dedicated work is described as skipping back and forth between two difficult (or even easy) crafting/profession projects.
Even with the extra time that allows, it still assumes an 8-hour work day, which is not supported by the RAW. That's really just a modern-day adjustment. We all (many of us, heh) work eight hours a day, so automatically ascribe that to what a character should be working. Granted, we could now start a huge discussion about actual realistic medieval work loads/days/times/blahblahblah, but does that really matter? ;-)
The basic question here is how you define a "dedicated" "day" or "week" of work. Since that's not actually defined in the rules, it falls into the realm of GM adjudication.
Segueing from logic back into opinion, I have to say that a "dedicated week" most certainly connotes working on only that for a full week, and not doing anything else of any real import.
WrathW1zard
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Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.
i would use this exert from the magic item creation process and increase the DC by 5 for every 4 extra hours
| meatrace |
Crafting something for 8 hours doesn't mean you're LITERALLy sitting ther ehammering at the anvil for 8 hours with no breaks, it just means you can't use that time to do other things. Think of it like an 8 hour work day at your job. You get up, go pee, get a soda, call your girlfriend, eat a sandwich, even though about 80% of your time is actually focused on your work.
Same goes double for profession, and depending on your profession you would logically have even MORE downtime.
Buy a Ring of Sustenance so you only need 2 hours sleep and don't give it another thought.
| meatrace |
Spellcraft is boosted too easily for that to be balanced. The time factor is important for balance. You can literally obliterate the time factor with a good spellcraft check and the houserule you're suggesting. That's really not a good rule.
Meh. In my opinion (and experience) the GP factor is the only thing worth worrying about.
Corbin Dallas
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Well, I guess if you are not worried about timescale and timekeeping in the campaign then sure, GP value is the most important. Sometimes my players and I require a little more detail than what RAW provides. This is one of those cases IMO.
That said, I totally disagree that an "8 hour work day at your job" is in anyway similar to a work day in a Arthurian medieval setting. Heh
They just don't even compare, fantasy or not.
I suppose it falls to the GM again to decide the level of flavor and realism for their game.
| Brogue The Rogue |
I agree with Corbin. Setting aside entirely the fact that, as he said, those two days would be different, well, even present-day . . . days . . . are different. My work day from yours, for example, is very different. When I work for eight hours, I work for eight hours. One half hour or hour lunch, two ten minute breaks. Seven hours and 40 minutes with my nose to the grindstone.
That's more a personality thing, though, I'd say. But that's fairly applicable when you consider it. Some people get so lost in their work that they won't actually take breaks. When you're an artist or artisan working on your "next big thing," that could most certainly be the case.
Or it might not. Either way, we're not really looking for "common sense rules as interpreted," here. Sadly, only Scallywag's DM can authorize those. All we can provide is the RAW as a solid base for Scallywag's DM to make a more informed decision, assuming SW presents everything in full to him.
I also really disagree with your opinion (and dislike your experience, though don't disagree with it ;-) ) about time not being an issue with crafting. If that's the case, I'm astounded that you've never played a campaign where time is an issue. That's frankly amazing, but, well, it happens, I guess. Different groups, different DMs, everyone does it differently. In the campaign I'm currently playing in, I'd kill for some time to enchant my stuff. We just don't have it, and magical vendors are scarce, so we've got unused treasure piling up.
*shrug*