crafting question [Archive] - Wizards Community

Post/Author/DateTimePost
edwardsobel

11-25-04, 07:01 PM
I have looked over the rules and saw everything I needed to craft magic items. and I looked at using the craft skill to earn extra coin.

Now my question is it is possible to purchase a masterwork item (not at 1st level of course) how can I go about crafting a masterwork item (with the approriate skills)

I would think its not as stringint as creating magical items.

along the same lines what about craft (alchemy) can I make alchemy items for my PC to use? (alchemist fire, sunrods, tanglefoot bags, etc).
mage189

11-27-04, 12:10 PM
From what I see, it's just a higher DC and you having to roll a lot more to get it done in a week.

Though, reading how the craft skills work in parts of the LGCS, I'm not sure if you can use a craft skill to make yourself things. :/

They just talk about how to make a living off of it, unless I'm missing something.


Also, looking over all of it now, it all looks really pointless and like a waste of time. Your DC check in GP? How you arn't playing in a core mod. Your earned gold might just be enough to pay for your upkeep. :/
SteveMND

11-27-04, 07:41 PM
The Craft skill is only uisable to make cash in the campaign, and nothing else. The issue has been brought up to the Circle on numerous occasions, but they seem determined to not change how the skill is used in the campaign.
edwardsobel

11-27-04, 08:15 PM
well that's dumb.

Spell casters can craft magic items but a fighter can't save a few hundred gold to make a masterwork weapon or armor? I guess I can put ranks on my sheet in craft (stuff) and get cash for making "stuff" after all there is no value to specify what you can craft.
TallGuy

11-29-04, 08:53 AM
well that's dumb.

Spell casters can craft magic items but a fighter can't save a few hundred gold to make a masterwork weapon or armor? I guess I can put ranks on my sheet in craft (stuff) and get cash for making "stuff" after all there is no value to specify what you can craft.

Not really. You have to realize that in order to craft a weapon yourself, you have to get a combined check result of 150 to create the masterwork component. Every die-roll you make, means one week of work, so even with a +20 on your roll, you'll spend about a minimum of 4 weeks (TU) on crafting it. In that time, you can also adventure, in which time you'll make about 1000 - 2000 gp (roughly, and depending on whether you're adventuring in region or not).

It basically means you're not saving anything, you're just loosing out on exorbitant amounts of money you could have made while adventuring.

Bas Vermeulen
SteveMND

11-29-04, 11:11 AM
Yes, for most people, crafting items themselves is seldom worth it. However, people interested in crafting their own stuff tend to be those who want to do it because:

A) it is with a character that is very unlikely to ever spend all their TUs on adventures,

B) they like the RP hook of actually having crafted the item, as opposed to buying it from the local Greyhawk K-Mart, or

C) in the case of some items, they can no longer purchase the item off an AR, but would like to make them themselves (assuming the same structures for crafting magical items would be used for crafting mundane items).

It's not always about min-maxing one's returns.
CruelDM

11-29-04, 11:48 AM
As applied to the LG mechanics, craft (mundane items) is a total waste of skill points, that is, unless a mod requires the particular craft skill to participate or solve a puzzle to access certain items on the AR etc.

The entire concept of earning gold using craft skills while spending TUs is ridiculous (IMO) as it stands, you could easily succeed but still have to pay some upkeep for the TU spent. The same is true for profession or perform skills when used to earn gold (though these skills could have more of an "in game" benefit), the only skill usable to earn gold thats worth trying (again IMO) is sleight of hand, but only if used at the higher level marks, and the TU penalties for failure are extreme compared to the gain.
wagnert

11-29-04, 12:40 PM
In the Yeomanry, after 3 years (usually in the Militia) a character can earn citizenship. With citizenship they have the ability to own land. Depending on the class of the land (poor up to excellent) and the possible presence of a mine on the land, we have the option to earn money using Profession(farmer) and/or Profession(Miner) at a set rate for that property. With the best land we can earn up to 100 gp per acre farming at the cost of 10 time units, or half that rate if we hire people to farm/mine for us. Of course 100 gp is the maximum price. Some property may only generate 10, 20, or 50 gp per acre and the typical holding is +/- 100 acres. This gives a potential income of maybe 1000 to 10000 (on average) a year or 100 to 1000 gp per TU.

I don't know if other regions offer the possibility of gaining land and earning income from it, but I like it. My character with the land has gotten married (in a Yeomanry module), settled on the land, has had one daughter so far, and occassionally still adventures. I have newer lower level characters that are now adventuring most of the time I play.
SteveMND

11-29-04, 01:05 PM
Yes, one of the nice things about LG is that the Triads can still tweak local things to make up for the problems created at the Circle level. The unfortunate things is that sometimes they have too.