martixy
2015-08-08, 01:30 PM
I've been looking at crafting.
It's not a very good system.
I started off at 3.5 before wandering over to PF. There's certain advancements there, but in the end all the systems result in absurdities in certain cases.
This (http://www.d20pfsrd.com/skills/craft/alternative-craft-rules-3pp) 3rd party source highlights some of the absurdities.
However it has its fair share of problems.
Such as an intricate clock(for which a week of work might be reasonable) and a large vessel(such as a bloody galleon) taking the same time to create. That's just SILLY.
I do like the granularity of the other (http://www.d20pfsrd.com/skills/alternate-crafting-rules) alternative system, but it suffers from the same problems the 3rd party system describes.
I get why it's based on GP value - as a way to preserve the D&D economy, but at the same time it results in the horrible absurdities outlined above.
Which is why I've been thinking on how to fix all of that ridiculousness. By going down to the fundamental level.
The way I see it it's complexity(time) x volume(size).
This results in sort of a combination of both systems + some extensions to accommodate for size.
Starting off with the Unchained system, but instead of being based on GP value, have it be based on time.
For example beginning with a wooden spoon, which you could reasonably carve out in half an hour with a knife and no training whatsoever.
Then double times for each higher complexity, resulting in 4 days for an Extremely Intricate item.
But then you'd have size modifiers.
Say you're a medium creature. If you want to craft a simple item, you'd have no problem doing anything up to tiny(up 2 feet, the width of a grown man) in 1 hour with a DC10 check.
But every category larger increases the time by 1 step.
The time increases start at Small for Extremely Simple and Simple, Tiny for the next 2 complexity tiers, and so on per 2 tiers.
This results in an 8 month construction period for a medium-sized marine vessel(like a galley, which would probably count as colossal based on size) which seems rather reasonable.
Now, obviously a single human can't really make an entire colossal-sized ship by himself, even in 8 months of hard labor(I think). Similarly with a dragon trying to create an intricate pocketwatch.
So maybe a hard-cap on items more than 5 size categories(i.e. you can't create such items) smaller and soft-cap on items more than 3 categories larger(e.g. you need more man-power or double the time steps?).
And on that note I came up with a few additional size categories - Puny(pocket-watch size), Behemoth(Former C+) and Kaiju(have you seen Pacific Rim?). Feel free to add more(I ran out of unique letter adjectives).
That's the prototype, after half an hour of brainstorming. Now I'd welcome some input.
It's not a very good system.
I started off at 3.5 before wandering over to PF. There's certain advancements there, but in the end all the systems result in absurdities in certain cases.
This (http://www.d20pfsrd.com/skills/craft/alternative-craft-rules-3pp) 3rd party source highlights some of the absurdities.
However it has its fair share of problems.
Such as an intricate clock(for which a week of work might be reasonable) and a large vessel(such as a bloody galleon) taking the same time to create. That's just SILLY.
I do like the granularity of the other (http://www.d20pfsrd.com/skills/alternate-crafting-rules) alternative system, but it suffers from the same problems the 3rd party system describes.
I get why it's based on GP value - as a way to preserve the D&D economy, but at the same time it results in the horrible absurdities outlined above.
Which is why I've been thinking on how to fix all of that ridiculousness. By going down to the fundamental level.
The way I see it it's complexity(time) x volume(size).
This results in sort of a combination of both systems + some extensions to accommodate for size.
Starting off with the Unchained system, but instead of being based on GP value, have it be based on time.
For example beginning with a wooden spoon, which you could reasonably carve out in half an hour with a knife and no training whatsoever.
Then double times for each higher complexity, resulting in 4 days for an Extremely Intricate item.
But then you'd have size modifiers.
Say you're a medium creature. If you want to craft a simple item, you'd have no problem doing anything up to tiny(up 2 feet, the width of a grown man) in 1 hour with a DC10 check.
But every category larger increases the time by 1 step.
The time increases start at Small for Extremely Simple and Simple, Tiny for the next 2 complexity tiers, and so on per 2 tiers.
This results in an 8 month construction period for a medium-sized marine vessel(like a galley, which would probably count as colossal based on size) which seems rather reasonable.
Now, obviously a single human can't really make an entire colossal-sized ship by himself, even in 8 months of hard labor(I think). Similarly with a dragon trying to create an intricate pocketwatch.
So maybe a hard-cap on items more than 5 size categories(i.e. you can't create such items) smaller and soft-cap on items more than 3 categories larger(e.g. you need more man-power or double the time steps?).
And on that note I came up with a few additional size categories - Puny(pocket-watch size), Behemoth(Former C+) and Kaiju(have you seen Pacific Rim?). Feel free to add more(I ran out of unique letter adjectives).
That's the prototype, after half an hour of brainstorming. Now I'd welcome some input.