Alternative craft rules... [Archive] - Wizards Community

Post/Author/DateTimePost
Radijs

10-06-06, 06:25 PM
Its no secret that the rules for crafting mundane items in DnD are rather impractical.
So I'm looking for a good set of alternative houserules to make craft checks a bit less time consuming.
Does anyone have a good system?
Muon

10-19-06, 10:20 AM
Well, I'd have to agree that the rules kinda fail for crafting stuff.

1/3rd the cost, blah blah blah. Check represents an entire week of work. What a pain.

In my house rules it typically goes like this:
Most mundane, utterly boring items--things that don't have anything, anything special or particularly good about them (rough chairs, bars of iron, a disgusting ale, etc.) have a DC of 10. You can take 10 as long as you're trained in crafting it -- representing how little skill is necessary to create the items. You roll if you are trying to kludge something together (ie: building a cart in the middle of nowhere, and not a carpenter). Even more items can be crafted using the skill they're used by: healer's kits can be crafted at an appropriate Heal DC -- well that's really the only example I can think of at the moment. Maybe a litter to carry someone out of the wilderness using a Survival DC. Maybe every particular crafting check using native materials in the wilderness (other than perhaps metals) can require a Survival check to find the stuff to craft with.

The check represents, at your discretion, a certain length of time that can last an hour up to six days. At seven days you're in normal craft check territory, and the thing you're crafting has probably got a DC higher than 10.

If you don't want to get rid of the normal time dilation caused by making a normal craft check, allow any number of skilled/unskilled people to be 'hired on' at extra cost (free, ideally, if they're in the party, heh). These people can end up halving the time or more.