Crafting Rules...

Post/Author/DateTimePost
#1

azrael_macool

Nov 03, 2008 23:41:35
Hey. Yes, I know there have been exactly 86,453,261 house rules on this already, but I decided to throw another one out there. Now, personally, I don't care about crafting rules. If a character wants to make a sword, he just has to tell me that he used to work for a blacksmith, and I tell him he can have it in a week for 3/4 the price. But, some feel this was a glaring omission, and as such, I decided to throw this out there.

Craft Specialties: You start out with a number of Craft Specialties (i.e. weapons, armor, boats, etc.) equal to your Int mod. Your bonus to Crafting with one of your Specialties is 5+Int mod+half level. Your bonus to Crafting something that is not your Specialty is Int mod+half level. DCs are DM fiat. I'm not too sure on times...maybe 1 day per 20 gp of the base price, costing 9/10 the cost. For every 5 over the DC, time is decreased by 1 day (if its already 1 day or less, make it by one hour) and price goes down 1/10, to a minimum of 1/10 the base price. And, here's some feats (all Heroic):

Craftsman: Int 13; You gain an additional amount of Craft Specialties equal to your Int mod.

Expert Craftsman: Int 13; You gain a +3 bonus to all Craft checks (whether its a Specialty or not).

Frugal Craftsman: Int 15; All craft times are reduced by 1 day and price is reduced by 1/10. Otherwise follows normal craft rules.

Master Craftsman: Int 15: You may make a Mastercrafted Item. Its base price is considered to be twice what an item of its type would normally be. If the item is armor, it grants an additional +1 to AC; a shield, +1 Reflex (I think +1 AC would be a little much, maybe); a weapon, +1 attack (or should it be damage?), an implement, +1 attack with a power; a piece of adventuring gear, +2 to an appropriate skill check, etc.

There, that took me 5 minutes. Would anyone use it, you think?
#2

curtis_ownby

Dec 27, 2008 11:21:59
I would just let the player get three craft skills for the price of the skill training feat. Use the rules and DCs from my 3.5 books and am ready to go and it is not that unbalancing since they cannot make magic items.
#3

the_fae

Dec 29, 2008 14:27:50
Why not actually roleplay instead of using skills as a crutch?

As to the actual topic of the OP: I would make the cost of making the items a flat 3/4 or 1/2, like in 3e, and just keep the higher than DC rolls as time droppers. Being able to craft better isn't necessarily going to be able to drop the price of an item you are making. Without having a PHB on hand I would say 20 gold=1 day sounds fine.

As for the number of specialties why intelligence modifier? It doesn't show any measure of dedication or actual ability just how many books you have read. I think it should just be a flat number like 2-3.
#4

kuonji

Dec 29, 2008 17:37:33
I think tying everything to Int is a bad way to go. You end up with weird stuff like the 8 Str, 10 Con, 18 Int person being better at hammering metal than the 18 Str, 14 Con, 14 Int person.