| Firewarrior44 |
Can you take take 10 on a spellcraft check to craft a magic item if you have increased the DC by 5 to craft at double speed.
I am of the opinion that yes you can but I would like a second opinion.
The argument being posed to me is that you are 'rushing' and as a result are not able to take 10.
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
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.
| DM_Blake |
I'd probably disallow taking 10 any time the DC to create a magic item had risen to the point that a PC could create a cursed item with a particularly poor roll, whether rushing or not.
That's a house rule, for sure.
I agree with Piltdown Man, er, Java Man. There is nothing in the crafting rule that says you're distracted, for regular speed or accelerated speed. Since you're not officially distracted or in danger, you can Take 10.
I also agree with Bill. I am heavily inclined (but haven't yet implemented it) to create a house rule that magic is just unstable enough that nobody can Take-10 when they force it into an item. Why? Because nobody ever fails with the current system. That's not so bad, but even low-level crafters can succeed on really powerful items, even when they don't have the spell (even when the spell is high enough level that they cannot even cast it). At least making them risk a chance of failure, or better yet, maybe even a really bad roll for a cursed item, would make those guys consider NOT spending all that cash up front with a chance of losing it.
Besides, who the heck is making all the cursed items when EVERY caster can automatically guarantee success or at least can know when the are unable to guarantee success and therefore always choose not to make such a risky item?