Craft DC for Expanded Masterwork System [Archive] - Wizards Community

Post/Author/DateTimePost
chava

09-11-06, 05:22 PM
OK,

In one of my games I'm trying to expand the types of masterwork (mostly because I'm dropping the Craft feats for magical items and instead requiring a combination of caster level, craft rolls, spellcraft rolls, and special materials for magic item creation).

As a fan of Rolemaster, I happen to like the +5, +10, and +15 non-magical bonus to items, armor, and weapons. So I'm trying to figure the craft DCs for superior masterwork items.

Standard MW (+1 to hit w/ weapons, +3 on craft/perform/picklock/etc, -1 AC penalty for armor):
Good starting materials, standard time from PHB, Craft DC = 25? (don't have my book on hand - but std PHB masterwork)

Superior MW (+2 to hit, +6 on checks, -2 AC penalty and +1 max Dex):
Excellent starting materials, Craft?

Excellent MW (+3 to hit, +9 on checks, -3 AC penalty and +2 max Dex):
Unusual/rare starting materials (as an example for weapons using laen, mithral, adamantine), Craft ?


*The reason this actually matters being that only self-crafted (or items for whose creation the caster was around for) excellent masterwork items can be made into magical items.

** Yes, I'm aware this makes my world magic-limited but I've already taken care of that by using a character progression from Conan which gives an all ability boost every forth level (6th, 10th, 14th, etc.)
Jerks

09-11-06, 06:40 PM
I use an expanded masterwork crafting in my game.

It was heavily adapted from d20 Modern using a DC for simple, moderate, complex and advanced items. Each level requires a certain amount of time, just as d20 modern.

Check out the d20SRD for more info. My system is a bit more complex and requires multiple successes. If you want more info on that I can post it or PM it to you.