| Ravingdork |
Transferring Runes uses the Craft activity of the Crafting skill, save that it takes only 1 day, rather than 4.
Since it uses the Craft activity, the results of your Crafting check would be as follows:
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Seems simple enough. You spent gold equal to 10% of the runes value, so you risk losing it if you roll poorly. My question is this:
Once you spend your day and succeed, can you continue working on it with successive days to save money, potentially making it free, per the Success and Critical Success entries of the Craft activity above? Or are those only pertinent for true crafting efforts?
| Ravingdork |
The base price of the transfer (except for a rune on a runestone) is 10% of the price of the rune. The craft activity says that you have to pay half of that cost up-front. So while you could reduce the total cost by spending additional days, it wouldn't drop below that initial cost already paid.
So I can save money, just not all of it? Cool.
| breithauptclan |
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That is at least my interpretation of it.
And for the critical failure of the crafting check, you would end up losing 10% of the 50% of the 10% of the listed cost of the rune. Which if my math is correct ends up being 0.5% of the full rune cost.
So transferring a Flaming rune from one weapon to another: full rune cost is 500gp. Transfer cost is 50gp and 1 day. You would pay 25gp up front and risk losing 2gp 5sp on a critical failure. You can pay off the remaining 25gp with either money or additional time after the first day.