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priority:skills:craft [2023/05/24 00:49] – [Craft (INT)] elfinlockspriority:skills:craft [2025/08/16 00:58] (current) – [Craft DC] elfinlocks
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 ===== Using Craft ===== ===== Using Craft =====
  
-To make a Craft checkyou must gather parts, determine the time it will take to craft, and then succeed on the Craft check itself. +====Crafting Times==== 
 +All items that can be crafted would follow the universal rule of**Each 2 TU Takes 1 Hour of Work to Make.** However this can be reduced if the craft DC is exceeded by the following…
  
-==== Gather Parts ====+  * 2 TU takes 1 Hour Meet DC 
 +  * 2TU take 30 Minutes Beat by 5 (½) 
 +  * 2TU take 15 minutes beat by 15 (¼) 
 +  * 2TU takes 7.5 minutes beat by 30 (⅛)
  
-First, make Parts check - this is single roll made with 1d20 + the number of parts you possess + your relevant Craft skill total bonusCraft most commonly leverages standard Crafting Goods, though other parts may be used depending on the Craft check being made, as well as the campaign and GM discretion. The DC of this parts check largely depends upon the complexity of what you're attempting to make. For examplemaking simple club is very low parts check, usually around DC 15. In turn, making a piece of weaponry or armor from refined metal could a DC 30 parts check or more. Part checks for large projects, or with rare materials, can become increasingly high.+//EXAMPLE:  
 +To craft Chain Shirt (12 TU) it would take DC 15 and 6 hours of workIf a player was to get a 20 on the DC it would be reduced to 3 hoursif they got 30 it’d be reduced to 2 hours and if they achieved 45 it'd be reduced to only 45 minutes of work.//
  
-==== Determine Crafting Time ====+----
  
-The time to complete a Craft depends upon the complexity of the item. This is often (but not always) correlated to the Parts Check. Below are some example timetables and items. Note that this table is not meant to be authoritative, but to provide Game Masters with insight into common time units and categories for citing how long a Craft check may take. If a character exceeds the Craft check, they may complete the craft up to four times as quickly, at GM discretion. All crafting examples listing 1 day or more assume 8 hours per day of work. 
  
-== Table: Item Complexity and Crafting Time Examples == +====Crafting Groups==== 
-{{tablelayout?rowsHeaderSource=Auto&colwidth=""}} +The craft skill is broken into groups which allow a player to craft any item within the groupSome examples are listed below. Sometimes an item may fall into multiple categories which is fine. These categories are directly related to the available craft components.
-^ Complexity    ^ Time Unit  ^ Example                                                       ^ +
-| Very Simple   | 8 hours    | Crowbar, Quarterstaff                                         | +
-| Simple        | 2 days     | Simple Weapons, Backpack, Clothing, Pit Trap (ftx 5 ft.)  | +
-| Moderate      | 4 days     | Martial Weapons, Bows, Shields, Simple Locks                  | +
-| Complex       | 1 week     | Exotic Weapons, Most Armor, Crossbows, Vehicles               | +
-| Very Complex  | 2 weeks    | Seafaring Vehicles, Airfaring Vehicles, Barding               |+
  
-==== Make Craft Check ====+  * Alchemic 
 +  * Culinary 
 +  * Magical 
 +  * Mundane 
 +  * Structural 
 +  * Technology
  
-Finally, you must make the actual Craft checkDepending on what is being constructedmultiple checks may be required over an extended period of time, though this is not typicalUsuallymaking simple weapon, or a bow, or another such piece of equipment is a single check.+Material Specializations: Once unlocking a crafting category you may select a material to specialize in which grants a +5 when crafting with that material. An example of materials is listed below. 
 + 
 +  * Metal 
 +  * Stone 
 +  * Wood 
 +  * Bone 
 +  * Leather 
 +  * Cloth 
 +  * Chemical 
 +  * Ceramic 
 +  * Paper 
 +  * Biological 
 +  * Exotic (?) 
 + 
 + 
 +---- 
 + 
 + 
 +==== Craft DC ==== 
 + 
 +  * Simple -10 (Simple Weapons,Simple Tools) 
 +  * Moderate- 15 (Martial Weapons, Armor, Simple Alchemy, Crafting to Alch/Magic, Toolkits)  
 +  * Complex -20 (Firearms, Plate armor, Alchemic Weapons, Tech Part, Advanced Parts, Workshops) 
 +  * Sophisticated - 25 (Factories, Fabricators and Magical Rings) 
 +  * Advanced - 30 (Some Esoteric Items, Unique and complex machines) 
 + 
 +=== Masterworking === 
 + 
 +To determine the Craft DC of Masterwork items, use the following rules: 
 + 
 +  * Each +1 of [[equipment:mwk|Masterwork Tier]] increases the DC by 2, thus a Masterwork 10 item adds 20 to the DC 
 +  * Each +1 of [[equipment:magic_items|Magic Bonus]] (for [[equipment:weapons:weaponenchantments|Weapons]] or [[equipment:armornshields#tablemagic_armor_and_shields|Armor]]) increases the DC by 3, thus a Magic Tier 10 item adds 30 to the DC 
 + 
 +Add the value of the Masterwork Tier, Magic Bonus, or both (if applicable) to determine the item's total value and its associated craft time 
 + 
 + 
 +---- 
 + 
 + 
 + 
 +==== Facility Rules ==== 
 + 
 +**Facilities** are required to build most items over 10 TU, and any kind of magic item. Facilities are divided into four categories: Toolkits, Workshops, Factories, and Fabricators. Each class is progressively larger and more expensivebut  can handle larger projects. Each facility is designed to handle a specific craft skill, but can be retooled given enough time (and permission from the DM). Retooling a Facility requires the Facility to be recrafted at no cost (some DMs may require up to a 10% cost if its a dramatic change of purpose). A Facility's Tier and Size determines the highest single TU cost that can be made. However, spell activation items (such Scrolls and Potions) require a Facility Tier equal to at least half the Spell's Tier (Round Up).  
 + 
 +When upgrading an item, use the item's total cost, rather than the upgrade cost, to determine what Tier of Facility you need to perform the work. 
 + 
 +Building Factories require 10% of the parts used to build it to be Structural. Fabricators must be composed of at least 50% Structural parts. 
 + 
 +When crafting Facilities, you must have a Toolkit of the same Tier (or of one toolkit less when building toolkits). If you lack a toolkit, but do have a Facility of one tier below, you may simply increase the build time by 50% to upgrade the Facility by a tier. 
 + 
 + 
 +^ TIER  ^ TOOLKIT  ^ WORKSHOP  ^ FACTORY  ^ FABRICATOR 
 +| I     | 100      | 200       | 400      | 800         | 
 +| II    | 200      | 400       | 800      | 1600        | 
 +| III   | 400      | 800       | 1600     | 3200        | 
 +| IV    | 800      | 1600      | 3200     | 6400        | 
 +| V     | 1600     | 3200      | 6400     | 12800       | 
 + 
 +Toolkits: (20 lbs) Toolkits take around 30 minutes to pack or unpack (can be reduced as if it was a craft check equal to its initial craft check). Some crafting Talents allow you to ignore packing/unpacking (Such as Swift alchemy). Toolkits can easily be carried in a backpack or held in one hand. Toolkits are hard to share and only allow one other person to aid or assist the crafter 
 + 
 +Workshop: (One Room or 500 lbs) Workshops don't normally require packing and unpackingbut if they are moved they require 4 hours of work (can be reduced as if it was a craft check equal to its initial craft check)Workshops require a lot of spaceequivalent to full room. Workshops are well suited for cooperation in crafting and can support up to 3 assistants or even separate crafters. 
 + 
 +Factory: (Three Rooms or 10000 Lbs) Factories are normally in permanent structures and moving them requires a massive amount of time and effort. In order to move a Factory you must spend a number of hours equal to half its original craft time (can be reduced as if it was a craft check equal to its initial craft check). They require three rooms of adjacent space and are powered in some way. For each 12 hours of use they require 1 TU of mundane or magical fuel. Factories are designed to have a large number of assistants or crafters up to 10 crafters or assistants may aid in crafting or use the Facility.  
 + 
 +Fabricators: (Six Rooms or 50,000 Lbs) Fabricators are in  permanent structures and moving them requires powerful magic or feats of incredible engineering . They require Six rooms of adjacent space and are powered in some way. For each 12 hours they are in use they require 2 TU in mundane or magical fuel. Fabricators Can support up to 30 crafters or Assistants and unlike all other facilities they may be automated with magic or machines… 
 + 
 +====Crafting Materials==== 
 + 
 +Converting Parts: 
 +Conversion is normally one way trip and requires 30 minutes of work and a Craft check of 15. 
 +Structural Parts may be converted to Crafting parts. 
 +Crafting Parts may be converted to AlchemicMagical or Technologic.  
 +However once converted they can not be returned to Crafting parts. 
 + 
 +Advanced Parts: 
 +For every 40 TU an Item is worth it must have 1 Advanced part. Advanced parts are worth 10 TU and require 5 Hours to make and a craft check of DC 20 (Advanced Tech Parts require 25) 
 +Some special item require ALL Advanced parts such as making items out of specific materials 
 + 
 +//EXAMPLE: 
 +In order to make a Ring of Improved Evasion (850 TU) you would need 22 Advanced Magical Parts (Rounded up from 21.25 ) and 630 Magical Parts//  
 + 
 + 
 +====Parts Check==== 
 +Once a Craft DC is determined the DM sets Part Check DC. The check is a Base of the Items TU plus double its Craft check. The roll for this check is a craft check plus the number of relevant parts you have access to. In addition the DM may call for an advanced part check if you are crafting a very particular or strange item. Advanced parts only contribute 1 to the check unless 50% of the item is made with Advanced parts then they are counted as 10 
 + 
 +EXAMPLE 
 +You wish to craft a Major Implement with 50 charges at Tier 9 (675 TU), Craft check of DC 20. The Parts check would be set to 715. If you have 675 parts you must be able to hit a DC 40 Craft check to make up the difference (or just have more parts)  
 + 
 +====Upgrading, Recycling and Converting Gear==== 
 +Many items can be upgraded through Masterworking or Magic. This requires you to have the difference in parts between its current level and its desired level. Toolkits, Workshops, Factories and Fabricators can all be upgraded as well but must be upgraded in sequence unlike most items.  
 + 
 +Converting gear can be a bit more open ended but the rule is if an item is the same class (Armor, Weapon, Ring, etc) it can be remade and its full value is retained. However if it is converted into an item of lesser value any leftover is wasted. 
 + 
 +Recycling gear is slightly inefficient and requires the base items craft time to dissemble. Once broken down the item nets 50% of its value in parts. Round down to the nearest whole number  
 + 
 +EXAMPLES  
 + 
 +You have a MWK +1 Dagger and wish to upgrade it to a MWK +3 Dagger, this requires the difference in parts (19 Crafting parts) and a Craft check of 16. In addition because the Total Value of the item is now 25 a Tier I Toolkit is needed to upgrade the dagger. 
 + 
 +If the same MWK +1 dagger was to be converted to a different item by succeeding on a craft check equal to the new item. A MWK +1 Sickle would only require time and no extra parts (as well as no loss of parts), but a Longspear would result in a loss of 2 TU of value, as Longspears are worth 4 TU and a Mwk +1 Dagger is worth 6 TU 
 + 
 +The other option would be to break down the MWK +1 Dagger for parts which would net  3 Crafting parts