Scaling Craft / Income to Item Price


Skills, Feats, Equipment & Spells

Liberty's Edge

Tables 4-3 and 4-4 are very similar, and can be combined to provide results for attempting the various DCs in Table 10-2. While such a table is a good idea (whether based on character or task level), I would suggest that the table be populated with scaled values for all magnitudes of proficiency and difficulty at each level (0-20+). If the GM determines that there is a cap (or a combination is n/a), they can do that much easier than generating a scaled value.

The table values can be based on anything, and I would suggest they be evaluated based on the resulting days it takes to create an applicable item for half price (or of generating sp relative to the level's gp expectation) - on making that a relatively smooth function. The following table is an example of that, modified to provide more evenly distributed results (with decimals used for cp) for crafting an item 2 levels lower than the 'level', which are tied to the expected adventuring gains by level (Table 11-1).

Such a table creates the possibility of using it in concert with 10-2 to measure progress on any multi-check task (which would be useful for many exploration tasks as well).

Level Ordinary(Trivial/Fail) Trained(Moderate) Expert(High) Master(Severe) Legendary(Extreme)
0 0.1 0.5 1 2 4
1 0.2 1 2 3.5 7
2 0.4 2 3.5 6 12
3 0.7 3.5 6 10 20
4 1.2 6 9 15 30
5 1.8 9 15 25 50
6 2.5 12 20 35 70
7 3.4 16 25 45 90
8 4 20 32 60 120
9 5 25 40 75 150
10 6 30 50 90 180
11 8 37 60 105 210
12 10 45 70 125 250
13 12 55 85 155 300
14 15 70 110 200 400
15 20 95 150 270 540
16 25 120 190 340 680
17 35 150 240 430 860
18 45 200 320 575 1150
19 60 285 456 820 1640
20 75 375 600 1080 2160
(crt) n/a 450 720 1300 2600

This table does result from altering the base permanant item price for a 17th level item to 160,000 (and thus suggesting an 8,000 cost for 17th level formula and expected level gain currency), instead of 150,000 and 7,500.

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