| Post/Author/DateTime | Post |
|---|---|
| chava09-11-06, 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.) |
| Jerks09-11-06, 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. |