Variant Craft Systems? (Non-magic) [Archive] - Wizards Community

Post/Author/DateTimePost
Tim4488

07-04-07, 02:47 AM
So I've got a couple players with crafting skills: weaponsmithing, armorsmithing, and jewelry. Today the party had a few days of downtime and they were looking to maybe get something done. We looked over the rules (as before it hadn't come up very often) and, wow, I remembered that long ago I had thought "what a terrible system this is!"

Honestly, the 7th level fighter rolled a natural 20, got a total value of 33 on his craft weaponsmithing check, and to make a single freaking longsword was still going to take him five days. Masterwork... man, don't even go there.

Honestly, magic items can be crafted at the rate of 1000 gp/day, and a standard item can't be crafted for weeks at a time? Especially the character with Craft (Jewelry), since the value for that tends to be well into the hundreds. Yes, I can see reasons in terms of realism, but it still seems a bit ridiculous.

So, I know I've seen variant craft systems floating around here before, but nothing popped up when I checked today. Anyone got anything to offer, old or new? Any ideas would be appreciated.

(I've looked at Unearthed Arcana's "craft points," I don't particularly like them. The feats required for masterwork items bugs me especially, and despite their rationalization I'm not too sure about the "one day later" thing. Also, I like keeping magic item crafting as-is, as that system hasn't given the party any trouble yet. Perhaps usable with some adjustment, but I'd like to see what else people have made.)