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priority:skills:craft [2024/12/28 18:31] reonpriority:skills:craft [2025/08/16 00:58] (current) – [Craft DC] elfinlocks
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 //EXAMPLE:  //EXAMPLE: 
 To craft a Chain Shirt (12 TU) it would take a DC 15 and 6 hours of work. If a player was to get a 20 on the DC it would be reduced to 3 hours, if they got a 30 it’d be reduced to 2 hours and if they achieved a 45 it'd be reduced to only 45 minutes of work.// To craft a Chain Shirt (12 TU) it would take a DC 15 and 6 hours of work. If a player was to get a 20 on the DC it would be reduced to 3 hours, if they got a 30 it’d be reduced to 2 hours and if they achieved a 45 it'd be reduced to only 45 minutes of work.//
 +
 +----
 +
  
 ====Crafting Groups==== ====Crafting Groups====
-The craft skill is broken into groups which allow a player to craft any item within the group. Some examples are listed below. Sometimes an item may fall into multiple categories which is fine.+The craft skill is broken into groups which allow a player to craft any item within the group. Some 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.
  
-  * **Weapons and Armor** +  * Alchemic 
-  * Longsword +  * Culinary 
-  * Chain Shirt +  * Magical 
-  * Club +  * Mundane 
-  * **Equipment** +  * Structural 
-  * Tools +  * Technology
-  * Clothing +
-  * Miscellaneous items +
-  * **Alchemy** +
-  * Alchemist Fire +
-  * Potions +
-  * Chemical items +
-  * **Magic** +
-  * Constructs +
-  * Rings +
-  * Implements +
-  * **Technology** +
-  * Cybernetics +
-  * Jetpacks +
-  * Lasers +
-  * **Structural** +
-  * Tunnels +
-  * Castles +
-  * Homes+
  
 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. 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.
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   * Exotic (?)   * 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) +==== Craft DC ==== 
-Advanced - 30 (Some Esoteric Items, Unique and complex machines)+ 
 +  * 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 ====
  
-Masterworkingeach +1 Increases it by 2 +**Facilities** are required to build most items over 10 TU, and any kind of magic item. Facilities are divided into four categoriesToolkits, Workshops, Factories, and Fabricators. Each class is progressively larger and more expensive, but  can handle larger projects. Each facility is designed to handle 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 Potionsrequire a Facility Tier equal to at least half the Spell's Tier (Round Up)
-Magic weapons and armor add 3 to the DC per +1 Enhancement +
-// +
-EXAMPLE: +
-To craft a Masterwork +3 Pistol it would require DC 26 (Base 20 +6 from MWK). The craft time would be 102 Hours (Price of 204 TU) if the Item was built from scratch.//+
  
 +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.
  
-====Facility Rules==== +Building Factories require 10% of the parts used to build it to be StructuralFabricators must be composed of at least 50% Structural parts.
-Facilities are required to build most items over 10 TU and all magic items require some form of facility. They are divided into four categories, Toolkits, Workshops, Factories and Fabricators. Each class is progressively larger, but  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). Facilities Tier and Size determine the highest single TU cost that can be madeHowever items that have a spell activation (Scrolls and Potions) require a facility Tier equal to at least half the Spells Tier (Round Up)+
  
-Building Factories require 10% of parts used to build it to be Structural. +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.
-Fabricators must be 50% Structural parts+
  
-When crafting Facilities you must have a Toolkit of the same Tier (or of one toolkit less when building toolkits) 
  
-{{tablelayout?rowsHeaderSource=Auto&colwidth=",,"}} 
 ^ TIER  ^ TOOLKIT  ^ WORKSHOP  ^ FACTORY  ^ FABRICATOR  ^ ^ TIER  ^ TOOLKIT  ^ WORKSHOP  ^ FACTORY  ^ FABRICATOR  ^
-| I     | 25       | 50        | 100      | 200         | +| I     | 100      | 200       | 400      | 800         | 
-| II    | 50       100       | 200      400         +| II    | 200      400       | 800      1600        
-| III   100      200       | 400      800         +| III   400      800       | 1600     3200        
-| IV    | 200      | 400       | 800      | 1600        | +| IV    | 800      | 1600      | 3200     | 6400        | 
-| V     | 400      | 800       | 1600     | 3200        |+| 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 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
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 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. 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 75% of its value in parts. Round down to the nearest whole number +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  EXAMPLES 
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 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 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  Crafting parts. +The other option would be to break down the MWK +1 Dagger for parts which would net  Crafting parts.