| Post/Author/DateTime | Post |
|---|---|
| #1vardockMay 14, 2008 10:23:17 | I am trying to make a new craft system for my campaign, seeing as how the PHB version is Excessively slow. It takes a week make a needle. I Am thinking of using a system where the Speed of crafting Varies by the size and complexity if the item. I was thinking of a multiplier system. Anyone have any helpful input. |
| #2ToeSamaMay 14, 2008 11:30:27 | From my experience with it, the Craft Point system in the Unearthed Arcana tends to be quick. I take a mixture of the Craft Points system and the basic system from the PHB to handel non Craft Point made items myself. It goes like this... >It takes 1 day for every 1000 Craft Points you would invest in an item to complete the item. You work 10 hours a day minimum. >If the items Craft Cost would be under 1000 Craft Points, you instead spend 1 hour for every 100 Craft Points the item would cost. >If the item cost less than 100 Craft Points to make, it only takes a half an hour to complete the item's construction. >You can spend Craft Points and take time to make the item, thereby reducing the ammount of time and points needed to complete an item. When calculating time to complete an item, reduce the Craft Point cost by the number of Points you are going to spend towards the item's construction. These rules have made players in my group take a months vacation in a single year at a time at most typically, since they either upgrade existing items using this system or are generally building something cheap and are using combined efforts. Depending on time in your game, most of this down time may be played off screen even. |
| #3vardockMay 15, 2008 8:22:34 | Craft points are a bit restrictive and a bit unrealistic for me. I am thinking along the lines of simple items take 1/4 the time Huge items take 5x the time. If you build a stone wall the Time would be modified twice, first for it's size and again for it's complexity. I am looking for some advice to fine tune the mechanic. |