dmjay
2013-11-24, 04:30 AM
My first crafted Item in 3.5 was in one of my first games in Alpha Team.. I hated the crafting rules. So I made these variant rules to help speed things up and allow for more RP elements in your characters life.
This systems allows for multiple sessions a day with a slight penalty after each session. I have also increase speed at which you can make money towards the final price so that instead of taking a year to make a single suit of armor, it will take only a few weeks, (if time allows it). YAY!
The regular system for crafting was doing one check per week for SP gain and in my system you can do 7-13 checks a week; essentially speeding up the crafting system tenfold!
Below is the adjusted rules for the Craft Skill and an example of crafting a suit of full plate is at the bottom.
I'm pretty confident that this way of crafting will be accepted by my group but if anyone wants to weigh in on this, lets discuss as there could be a change or two needed.
Craft Skill Foxtrot Variant (Int)
Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Check
You can practice your trade and make a decent living, earning about half your check result in silver pieces per day of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
Find the item’s price. Put the price in silver pieces (1 gp=10 sp).
Find the DC from the table below.
Pay one-third of the item’s price for the cost of raw materials.
Your character must allow for a 6hr session per day to work on his crafting.
Make an appropriate Craft check representing one days/sessions work.
If the check succeeds, multiply your check result by (the DC + 10). If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × (the DC +10) equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × (the DC + 10) doesn’t equal the price, then it represents the progress you’ve made that day. Record the result and make a new Craft check for the next day. Each day, you make more progress until your total reaches 2/3rds the price of the item in silver pieces.
[O] If you fail a check, you make no progress this day/session. [/li]
Progress by the Session
You can make checks by the Session instead of by the day, up to a maximum of 3 session. In this case your progress (check result × (DC + 10) ) is Modified for each additional session. On the second session, your progress is (check result × (DC + 5) and you become fatigued for one day and cannot work extra sessions the following day. The third is (check result × (DC -5 ) and you now exhausted (instead of fatigued) for 30hrs due to being overworked and cannot work extra sessions per day for two days.
Creating Masterwork Items
You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Item Craft Skill Craft DC
Acid Alchemy 15
Alchemist's fire, smokestick, or tindertwig Alchemy 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy 25
Armor or shield Armor 10 + AC bonus
Longbow, shortbow, or arrows Bows 12
Composite longbow or composite shortbow Bows 15
Composite longbow or composite shortbow with high strength rating Bows 15 + (2 × rating)
Mechanical trap Traps Varies*
Crossbow, or bolts Weapons 15
Simple melee or thrown weapon Weapons 12
Martial melee or thrown weapon Weapons 15
Exotic melee or thrown weapon Weapons 18
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20
* Traps have their own rules for construction
Special Bonuses
A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each daily session check.
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
To make an item using Craft (Weapon/Armorsmithing), you must have the proper tools and equipment. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but there are some special equipment that is difficult or impossible to come by in some places. Purchasing and maintaining your own Blacksmith or Armorer’s shop grants a +2 circumstance bonus on Craft (Weapon/Armorsmithing) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
You can hire a team of assistants, if in a city/town to assist you with your crafting. 1GP per session will hire 5 people to work extra hard to help you. Doing this will grant you an additional +2 circumstance bonus on you Craft Skill. This bonus will stack with owning a Lab or Shop as mentioned above.
EXAMPLE:
For this example I will start crafting a new suit of Masterwork Full Plate Armor using two 6 hr sessions in a single day at my workshop in the city with a hired team of assistants. My Craft Armorsmithing Skill is +8 for this example.
Find the item’s price (1,650GP). Put the price in silver pieces (1,650 gp=16,500 sp).
Find the DC from the table below. (AC=+8 so DC is 10 + 8=DC18)
Pay one-third of the item’s total price for the cost of raw materials. (16,500 / 3=5,500 sp )
Your character must allow for a 6hr session per day to work on his crafting. (Doing Two Sessions, 12hr day!)
Make an appropriate Craft check representing two sessions in one days work.
So, Since I have my shop (+2) and my assistants (+2) and my craft skill (+8) I have a total of +12. I pay the 5500 sp for material (this is included towards the total price of the crafted item). So now I roll 1d20+12 on my first session and lets say I rolled a 10. 10+12=24 vs the DC of 18 is a pass. Now, I multiply my first session (DC18 + 10) 28 by my result, 24 and I just made 672 sp towards the total price.
My second session I do the same but now I roll 1d20+12 lets say I rolled an 8. 8+12=20 vs the DC of 18 is a pass. Now, I multiply my second session (DC18 + 5) 23 by my result, 20 and I just made 460 sp towards the total price.
672 + 460=1,132 sp made the first day. 1,132 + 5,500=6,632 SP total towards the total price has been produced via Craft skill.
This systems allows for multiple sessions a day with a slight penalty after each session. I have also increase speed at which you can make money towards the final price so that instead of taking a year to make a single suit of armor, it will take only a few weeks, (if time allows it). YAY!
The regular system for crafting was doing one check per week for SP gain and in my system you can do 7-13 checks a week; essentially speeding up the crafting system tenfold!
Below is the adjusted rules for the Craft Skill and an example of crafting a suit of full plate is at the bottom.
I'm pretty confident that this way of crafting will be accepted by my group but if anyone wants to weigh in on this, lets discuss as there could be a change or two needed.
Craft Skill Foxtrot Variant (Int)
Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Check
You can practice your trade and make a decent living, earning about half your check result in silver pieces per day of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
Find the item’s price. Put the price in silver pieces (1 gp=10 sp).
Find the DC from the table below.
Pay one-third of the item’s price for the cost of raw materials.
Your character must allow for a 6hr session per day to work on his crafting.
Make an appropriate Craft check representing one days/sessions work.
If the check succeeds, multiply your check result by (the DC + 10). If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × (the DC +10) equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × (the DC + 10) doesn’t equal the price, then it represents the progress you’ve made that day. Record the result and make a new Craft check for the next day. Each day, you make more progress until your total reaches 2/3rds the price of the item in silver pieces.
[O] If you fail a check, you make no progress this day/session. [/li]
Progress by the Session
You can make checks by the Session instead of by the day, up to a maximum of 3 session. In this case your progress (check result × (DC + 10) ) is Modified for each additional session. On the second session, your progress is (check result × (DC + 5) and you become fatigued for one day and cannot work extra sessions the following day. The third is (check result × (DC -5 ) and you now exhausted (instead of fatigued) for 30hrs due to being overworked and cannot work extra sessions per day for two days.
Creating Masterwork Items
You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Item Craft Skill Craft DC
Acid Alchemy 15
Alchemist's fire, smokestick, or tindertwig Alchemy 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy 25
Armor or shield Armor 10 + AC bonus
Longbow, shortbow, or arrows Bows 12
Composite longbow or composite shortbow Bows 15
Composite longbow or composite shortbow with high strength rating Bows 15 + (2 × rating)
Mechanical trap Traps Varies*
Crossbow, or bolts Weapons 15
Simple melee or thrown weapon Weapons 12
Martial melee or thrown weapon Weapons 15
Exotic melee or thrown weapon Weapons 18
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20
* Traps have their own rules for construction
Special Bonuses
A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each daily session check.
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
To make an item using Craft (Weapon/Armorsmithing), you must have the proper tools and equipment. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but there are some special equipment that is difficult or impossible to come by in some places. Purchasing and maintaining your own Blacksmith or Armorer’s shop grants a +2 circumstance bonus on Craft (Weapon/Armorsmithing) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
You can hire a team of assistants, if in a city/town to assist you with your crafting. 1GP per session will hire 5 people to work extra hard to help you. Doing this will grant you an additional +2 circumstance bonus on you Craft Skill. This bonus will stack with owning a Lab or Shop as mentioned above.
EXAMPLE:
For this example I will start crafting a new suit of Masterwork Full Plate Armor using two 6 hr sessions in a single day at my workshop in the city with a hired team of assistants. My Craft Armorsmithing Skill is +8 for this example.
Find the item’s price (1,650GP). Put the price in silver pieces (1,650 gp=16,500 sp).
Find the DC from the table below. (AC=+8 so DC is 10 + 8=DC18)
Pay one-third of the item’s total price for the cost of raw materials. (16,500 / 3=5,500 sp )
Your character must allow for a 6hr session per day to work on his crafting. (Doing Two Sessions, 12hr day!)
Make an appropriate Craft check representing two sessions in one days work.
So, Since I have my shop (+2) and my assistants (+2) and my craft skill (+8) I have a total of +12. I pay the 5500 sp for material (this is included towards the total price of the crafted item). So now I roll 1d20+12 on my first session and lets say I rolled a 10. 10+12=24 vs the DC of 18 is a pass. Now, I multiply my first session (DC18 + 10) 28 by my result, 24 and I just made 672 sp towards the total price.
My second session I do the same but now I roll 1d20+12 lets say I rolled an 8. 8+12=20 vs the DC of 18 is a pass. Now, I multiply my second session (DC18 + 5) 23 by my result, 20 and I just made 460 sp towards the total price.
672 + 460=1,132 sp made the first day. 1,132 + 5,500=6,632 SP total towards the total price has been produced via Craft skill.