Dumb Crafting Questions...

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Archived from groups: rec.games.frp.dnd (More info?)

Pythor wrote:
> OK, So what the rules say is that no matter what my skill level is, if
> I have 10 gp worth of materials, I can't make anything worth more than
> 30gp. So a skillful jeweler gets no additional mileage out of his
> jewels or precious metals.

I'm not sure what you mean by that. It's the cost of the gems & gold
that is part of the price of the item, so they do count as part of the
materials cost. In other words, the final price determines the cost of
raw materials, not the other way around.

>And apparently, glass, which is made out of
> sand which is basically free, can never be worth anything at all,
> unless you add something else to it first. Meanwhile, a simple ring
> made of gold takes 100 times longer to make than a simple ring made of
> glass. Even if the two artisans have the same skill level.

I don't use the Craft rules much, so I'm not that familiar with them,
but the DC for a glass ring and a gold ring should be exactly the same
if they're both simple rings. The DC is how hard it is to make and
should have nothing to do with the material it's made of. My
understanding is that the material cost makes the process take longer
because that's part of what makes it valuable to begin with. The Craft
skill sort of mentions that in passing, along with the labor involved.

> I realise I'm splitting hairs here, but I've never taken a real pointed
> look at this aspect of the system before, and I don't really like what
> I see. I'm not arguing your interpretation. You're doing an excellent
> job of explaining the RAW, which I am doing a poor job of understanding
> by myself. But as I begin to understand the rules as they apply, I'm
> getting more confused with the abstraction. My suspension of disbelief
> is failing.
>

Let's see here:

Glass ring = 3 GP (30 SP)
Gold ring = 300 GP (3000 SP)
Craft DC 5
Craft skill = +10.

By taking 10, you'll get a 20 result every week. 20 x 5 = 100 SP of
progress. This mean you'll make the glass ring in 3 days but the gold
ring in 30 weeks.

If you voluntarily increase the DC by 10 to 15, and we still assume a
total result of 20 each week, we get 20 x 15 = 300 SP of progress, which
means you can make it in 10 weeks instead.
 
Archived from groups: rec.games.frp.dnd (More info?)

Nick vanRjin wrote:
> Pythor wrote:
>
>>OK, So what the rules say is that no matter what my skill level is, if
>>I have 10 gp worth of materials, I can't make anything worth more than
>>30gp. So a skillful jeweler gets no additional mileage out of his
>>jewels or precious metals. And apparently, glass, which is made out of
>>sand which is basically free, can never be worth anything at all,
>>unless you add something else to it first. Meanwhile, a simple ring
>>made of gold takes 100 times longer to make than a simple ring made of
>>glass. Even if the two artisans have the same skill level.
>>I realise I'm splitting hairs here, but I've never taken a real pointed
>>look at this aspect of the system before, and I don't really like what
>>I see. I'm not arguing your interpretation. You're doing an excellent
>>job of explaining the RAW, which I am doing a poor job of understanding
>>by myself. But as I begin to understand the rules as they apply, I'm
>>getting more confused with the abstraction. My suspension of disbelief
>>is failing.
>
>
> I'll do you one better. The speed at which you craft things is
> dependant upon its price. If you decide you're going to give a 25%
> discount for the rest of your life, you will craft items that much
> faster.
>

Well, the market price is what you use, not the price you intend to sell
it for.
 
Archived from groups: rec.games.frp.dnd (More info?)

Pythor wrote:
> Justisaur wrote:
>
>>I'm not saying it's a perfect system, but it works well enough for D&D.
>
>
> Right... It's probably just sour grapes. I was looking forward to
> designing this neat little magic item hack around the crafting system,
> and the crafting system has been abstracted to the point where I can't
> use it. I shouldn't be complaining. What I should be doing, is taking
> a step back and rethinking the whole concept. Now that I have a better
> understanding of the system, I can take it into account. Thanks,
> again. If I get something workable, I'll post again.
>

For most things, the system is flexible enough that it can probably
accomodate what you want. If you have it, check out the Craft rules in
the Epic Handbook for what an epic-level crafter should be able to do
with a high-enough skill bonus.