| Ravingdork |
| 1 person marked this as FAQ candidate. |
The rules leave little doubt that you can craft 2,000gp worth of a magical item per 8-hour day if you increase the DC by 5.
They also state that while adventuring, you can only craft for 4 hours, and that you only get 2 hours of crafting (250gp worth) out of it.
My question is simple: Can you accelerate crafting while adventuring? (e.g. - Working for 4 hours to get 4 hours of crafting, or 500gp worth, done during an adventuring day's downtime.) Or are the two options mutually exclusive?
Relevant rules:
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. 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.
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
| Ravingdork |
I don't see any reason why this wouldn't be allowed.
Well, basically because it doesn't say you can do both. Crafting expediently and crafting while adventuring are both discussed independently of one another. Combining the two simply doesn't appear to be addressed at all.
| Gilarius |
I'd allow it.
Mind you, by the time I'm doing much crafting I like to have a Ring of Sustenance and can spend a full 8 hours doing my crafting even whilst adventuring...
"Can we leave yet? We've finished breakfast and cleaned up the campsite already."
"Nope, still crafting. And then I need to memorize my spells. Did you want this +4 Sword of Kicking Ass or not?"
| Ravingdork |
Mind you, by the time I'm doing much crafting I like to have a Ring of Sustenance and can spend a full 8 hours doing my crafting even whilst adventuring...
I'm not entirely certain that works. Nothing in the ring's description indicates that it would allow you to bypass the limitations inherit to adventuring. Remember, it's not just lack of time holding you back, but the distractions, hazards, and lack of ideal setting too.
| Maezer |
Technically, any place suitable for preparing spells is suitable for crafting. I generally see very few to no restrictions on where spells can be prepared/memorized, so as long as your can hold that position for 4 or 8 hours a full crafting day is probably legal.
That said, as a GM, I'd probably often tempted to interrupt rest/sleep if camped out in a not very suitable environment. And I think impossible penalties on a craft so interrupted might be warranted if they insist on getting a full 4/8 hours work in the middle of a dungeon rather than the suggested 2.
| Ravingdork |
Technically, any place suitable for preparing spells is suitable for crafting. I generally see very few to no restrictions on where spells can be prepared/memorized, so as long as your can hold that position for 4 or 8 hours a full crafting day is probably legal.
That said, as a GM, I'd probably often tempted to interrupt rest/sleep if camped out in a not very suitable environment. And I think impossible penalties on a craft so interrupted might be warranted if they insist on getting a full 4/8 hours work in the middle of a dungeon rather than the suggested 2.
Just because a place is suitable for preparing spells doesn't mean it is ideal for crafting magical items. All that rules passage tells us is whether or not we can craft at all.
It goes on to say that not having ideal conditions can decrease crafting efficiency.
| Gilarius |
Maezer wrote:Technically, any place suitable for preparing spells is suitable for crafting. I generally see very few to no restrictions on where spells can be prepared/memorized, so as long as your can hold that position for 4 or 8 hours a full crafting day is probably legal.
That said, as a GM, I'd probably often tempted to interrupt rest/sleep if camped out in a not very suitable environment. And I think impossible penalties on a craft so interrupted might be warranted if they insist on getting a full 4/8 hours work in the middle of a dungeon rather than the suggested 2.
Just because a place is suitable for preparing spells doesn't mean it is ideal for crafting magical items. All that rules passage tells us is whether or not we can craft at all.
It goes on to say that not having ideal conditions can decrease crafting efficiency.
For an attempt at a slightly humorous answer, these replies are a bit more in depth than really warranted.
Anyway, here are some possible answers: full crafting gear/supplies in my portable hole, and using one or more of my allies to help set them up in my Magnificent Mansion/other hidey-place; or just teleporting home and back again in the morning.
Or, you know, having to deal with annoying interruptions and getting to be crotchety about it, as wizards are meant to.
"How can I get any work done when there are so many goblins around? Right, where's their lair." *Casts Cloudkill*
| Gilarius |
I think his current plan would be to feed the bodies to the ogre
Well as you already know, Captain Hawkins, sir (talking to my GM here), my current character isn't a wizard, or a crafter, but a necromancer. So, once I'm a bit higher than 1st level, I'll be taking all the bones back off the ogre after he's eaten the flesh off (saves me using a spell to do that) and animating them.
I'm also hoping the ogre has racial hit dice so, once he dies in combat (it's pretty much inevitable), I can animate him as a decent servant...
LazarX
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I don't see any reason why this wouldn't be allowed. My group does this all the time (accelerate while adventuring) if the crafting PC can auto-succeed on the increased +5 DC check.
I would make it a +10DC penalty to get 4 hours worth of work out of that 4 hours. because you're not working under optimal conditions which the +5 assumes. It also means that you're only getting half the travel time if what we're talking about is land travel.