Crafting with a 5% chance for cursed item.


Advice


Greetings everyone!

My DM has a rule that when rolling on a craft, a natural 1 will always lead on a cursed item. Should I stop bothering with crafting since I can just buy what I want a few sessions later in the game?


Crafting is half price. If you want to pay full price and wait several sessions... then that's just the trade off. That's entirely up to you. Depends on the item, situation, and your actual ability to buy the item you wanted to create.


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A 5% chance isn't so bad, especially if your GM allows custom items.
If you're only crafting book items it's just savings, so no big deal either way.

Cursed items can be useful too.
-You could try to sell it as an uncursed item, then skip town.
-You could try to get it into an enemy's hands to curse them.
-Even if the enemy discards it, you're familiar with it for scrying.
-Some curse effects can be useful. The bag of devouring means you never have to dig another hole and move your outhouse.

If your DM's motive is to introduce uncertainty or plot elements, he might consider the dynamic item creation rules from Unchained. Very interesting perks and drawbacks can be added, sometimes at a discount.


Zougadoros wrote:

Greetings everyone!

My DM has a rule that when rolling on a craft, a natural 1 will always lead on a cursed item. Should I stop bothering with crafting since I can just buy what I want a few sessions later in the game?

No. Instead, Take-10 on all crafting. Neither Craft(X) nor Spellcraft prohibits this rule (unlike Use Magic Device). Problem solved.

/cevah

The Exchange

1 person marked this as a favorite.

I won't even try an item that take 10 isnt guaranteed. Nor going top waste all that money on a dice roll.


Cevah wrote:
Zougadoros wrote:

Greetings everyone!

My DM has a rule that when rolling on a craft, a natural 1 will always lead on a cursed item. Should I stop bothering with crafting since I can just buy what I want a few sessions later in the game?

No. Instead, Take-10 on all crafting. Neither Craft(X) nor Spellcraft prohibits this rule (unlike Use Magic Device). Problem solved.

/cevah

Sorry, I forgot to write that he is not allowing me to take 10. Even at downtime. His reason being that I will bypass his rule of "roll 1 = always cursed".


You have 2 options:

1. Discuss it with the GM, explaining without being a jerk, that you don't like this house rule and would appreciate not being punished for playing your build.

Then depending on what he says, either go with it or go to option 2.

2. Stop playing with that group if you aren't having fun. No Role Playing is ALWAYS better than BAD role playing.


KujakuDM wrote:

You have 2 options:

1. Discuss it with the GM, explaining without being a jerk, that you don't like this house rule and would appreciate not being punished for playing your build.

Then depending on what he says, either go with it or go to option 2.

2. Stop playing with that group if you aren't having fun. No Role Playing is ALWAYS better than BAD role playing.

Thank you for your answer.

It's all good in the group, I am fine with how he wants to run crafting and I am allowed to switch around feats if I change my mind on the build.

I made the post mostly to see whether people would still take those chances at crafting given that DMs usually follow the character advancement table for wealth (at least those I play with) and the PCs will get their items eventually.

Entymal had a great answer providing benefits for sticking to crafting even with a handicap.


KujakuDM wrote:
You have 2 options:

Option 3: Get a Fortunate Charm:

Fortunate Charm wrote:

Aura faint evocation; CL 5th

Slot neck; Price 3,000 gp; Weight
Description
Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that’s already been rerolled by some other means.
Construction
Requirements Craft Wondrous Item, divine favor; Cost 1,500 gp

Since GM states Nat-1 is cursed, i.e. a failure, this gives you a reroll. Now it is 0.25% chance rather than 5%.

/cevah


If your GM has decided that magic items have at least a 5% chance of being cursed in his game, and he has clearly stated it, then that's how it works. Just like if he says that his game days are 30 hours. Does it effect mechanics and the game somewhat? Yes, but he's been up front about it and that's how it is. If he says there's no elves in his world, don't try and play an elf or make a race that's basically a reskinned elf. Otherwise...instead of giving you a roll based on your skill, he can just decide to roll a 5% percentile roll regardless of your roll and then it won't matter whether you got a 4 or a 20. He's following the rules as he's laid out.

Cevah wrote:
Fortunate Charm wrote:

Aura faint evocation; CL 5th

Slot neck; Price 3,000 gp; Weight
Description
Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that’s already been rerolled by some other means.
Construction
Requirements Craft Wondrous Item, divine favor; Cost 1,500 gp

Since GM states Nat-1 is cursed, i.e. a failure, this gives you a reroll. Now it is 0.25% chance rather than 5%.

/cevah

Unfortunately the Spellcraft check is technically unknown and should be rolled by the GM, since cursed items are clearly stated as being unknown without testing. Even if the GM lets the player roll the dice, that doesn't change that the outcome is technically unknown, just like if a GM lets his players roll their Perception or Appraise checks to save time. Just because they rolled a 1 doesn't mean they know there was something there to miss or that they got the appraisal wrong.

I highly doubt the intention is that if they find out later, they get a reroll.
"The merchant says this art object I appraised for 10,000 gp yesterday in the dungeon is only worth 1,000 gp. and several people have confirmed, so I know I failed the roll, now I can reroll that roll I made yesterday."


Get a Wand/Scroll of Beguiling Gift and give the cursed item to a bad guy. If you already have someone who can cast it you can save yourself the cost of the Wand/Scroll :)

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