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priority:skills:craft [2025/08/16 00:43] – [Table] elfinlockspriority:skills:craft [2025/08/16 00:58] (current) – [Craft DC] elfinlocks
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-====Craft DC====+ 
 +==== Craft DC ====
  
   * Simple -10 (Simple Weapons,Simple Tools)   * Simple -10 (Simple Weapons,Simple Tools)
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   * Advanced - 30 (Some Esoteric Items, Unique and complex machines)   * Advanced - 30 (Some Esoteric Items, Unique and complex machines)
  
-Masterworking, each +1 Increases it by 2 +=== Masterworking === 
-Magic weapons and armor add 3 to the DC per +1 Enhancement + 
-// +To determine the Craft DC of Masterwork itemsuse the following rules: 
-EXAMPLE: + 
-To craft a Masterwork +3 Pistol it would require a 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.//+  * 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 applicableto 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 expensive, 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). 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). 
  
-====Facility Rules==== +When upgrading an itemuse the item's total costrather than the upgrade costto determine what Tier of Facility you need to perform the work.
-Facilities are required to build most items over 10 TU and all magic items require some form of facility. They are divided into four categoriesToolkitsWorkshops, 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 made. However 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. +Building Factories require 10% of the parts used to build it to be Structural. Fabricators must be composed of at least 50% Structural parts.
-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). 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.+When crafting Facilitiesyou 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.