Daggoth
2011-10-10, 11:15 AM
Hey thanks everyone for the suggestions regarding the aforementioned. Sorry that the administrator closed the post but per their suggestion, here we continue the skill discussion! Speaking of which:
As for the skinning/leatherworking rules, here's what I came up with:
1-Skin the critter (Profession or Survival) check, DC 10 plus the creature's Natural armor bonus. Let's be honest, its a lot easier to slice the hide from a rabbit than a bull Rhino.
2-Tan/Cure the hide. Profession Tanner/Survival check DC 15 plus the natural armor bonus. The weight of the finished hide is the natural armor bonus (reflecting thickness, density, etc.) multiplied by the size of the creature (Fine, Diminutive, Small, etc.) Divide the weight by 3 to determine the value of the tanned leather/cured hide.
3- build what you will. You know how much the materials weigh for encumbrance purposes. And by the Craft system you must spend "one third the item's base price in the cost of raw materials". So now you know the value of the raw materials.
4- remember that as per the dragon rules, the size of the creature dictates the max "type" of armor it can be crafted into (assuming you're making armor). I think that rather than having someone trying to skin a hundred rabbits to make leather armor (which is technically possible if you stack enough skins on top of one another) that the base natural armor of the creature skinned should be equal to or greater than the AC bonus of the armor you are trying to make. And just as Dragon Scales can be used to make armor normally made of metal, other materials can be used to compensate as well, such as plates from turtle-like creature's shells, or the Chitin/Exoskeleton of a truly giant vermin.
Oh and obviously this doesn't take into account the value of things such as the cow's meat, or the value of items such as the horns (which beyond decorative uses were common in some cultures as drinking horns in place of cups, and hollowed out for sounding alarms, etc.)
What do you guys/girls think?
As for the skinning/leatherworking rules, here's what I came up with:
1-Skin the critter (Profession or Survival) check, DC 10 plus the creature's Natural armor bonus. Let's be honest, its a lot easier to slice the hide from a rabbit than a bull Rhino.
2-Tan/Cure the hide. Profession Tanner/Survival check DC 15 plus the natural armor bonus. The weight of the finished hide is the natural armor bonus (reflecting thickness, density, etc.) multiplied by the size of the creature (Fine, Diminutive, Small, etc.) Divide the weight by 3 to determine the value of the tanned leather/cured hide.
3- build what you will. You know how much the materials weigh for encumbrance purposes. And by the Craft system you must spend "one third the item's base price in the cost of raw materials". So now you know the value of the raw materials.
4- remember that as per the dragon rules, the size of the creature dictates the max "type" of armor it can be crafted into (assuming you're making armor). I think that rather than having someone trying to skin a hundred rabbits to make leather armor (which is technically possible if you stack enough skins on top of one another) that the base natural armor of the creature skinned should be equal to or greater than the AC bonus of the armor you are trying to make. And just as Dragon Scales can be used to make armor normally made of metal, other materials can be used to compensate as well, such as plates from turtle-like creature's shells, or the Chitin/Exoskeleton of a truly giant vermin.
Oh and obviously this doesn't take into account the value of things such as the cow's meat, or the value of items such as the horns (which beyond decorative uses were common in some cultures as drinking horns in place of cups, and hollowed out for sounding alarms, etc.)
What do you guys/girls think?