| krazmuze |
Simple crafting you must spend all the costs for all the consumables in four fixed days and there is no option to reduce cost with extra days.
Is this still applying to complex crafting in TV? It is a variant system that replaces simple crafting that has the option to reduce days for lower level items for consumables, yet it does not repeat the full cost clause of simple consumable crafting.
Since it is a replacement system I would argue that is an intentional omission that complex consumable crafting drops the all up front costs from simple crafting and it does not carry forward. After all with simple crafting skill you could have done prep work to earn income for material, thus narrating complex consumable crafting to say you used less materials because you worked slowly and carefully is the same time/cost overall. And quirky/cursed consumables also make sense if you want risk a rush job.
| ottdmk |
You're mistaken on "no option to reduce cost with extra days" with the baseline rules from the CRB. You absolutely can spend extra days on a batch (or fewer) of Consumables to reduce the cost. I do it all the time. The only difference between crafting permanent and consumables, under the CRB rules, is that you can make a Batch (4) of consumables at one time. All other rules apply normally.
Complex Crafting (Treasure Vault) also has rules to hasten the extra days mechanic (thus saving gp in less time.) It introduces an extra flat check and the possibility that the finished item will have a flaw.
| krazmuze |
I read 'at once' to mean the 4 days, as in no stretching it out no putting it down and coming back with the reasoning they are so cheap compared to permanents devs did not want you cheapening it further - and in fiction that you do not want to burn something in the alchemy set. But I guess 'at once' just refers to the the batch of 4 (or 10)? So either way of gather first or use less materials it is the same time/cost as long as limit to 50% then complex it just reduces the 4 days for lower levels and adds quirk/curse risk for even faster.
Anyways I was running as a check to gather and prep material costs as a earn income task then another check for the crafting itself. I think I will keep it that way as they are really two tasks, then just start saying you have the option to spend more days to use less materials. I personally homebrew that you can gather material costs simultaneous as adventuring days - since many a quest has you do that for hire so why not do it for yourself.
Consumables And Ammunition
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons table (typically 10).
| Perpdepog |
What I'd be interested in is finding out what happens under the new system if you find yourself in a circumstance where the number of crafting days is lowered. Say if you are wearing an inexplicable apparatus and reduce all crafting times to one day.
| krazmuze |
hours even though it is GM fiat as rare
Quick Setup
| krazmuze |
'at once' in this context seems 'simultaneously'. normally you must craft items one at a time.
rereading it says 'all at once' not 'at once' so skimmed rules back in Plaguestone times and ruled it wrong.