Crafting Items The current system of item crafting has a number of flaws. For example, the crafting times are based largely on item value, so two otherwise identical items can take a great deal of time difference if one is made from a much more valuable item. Further, the earnings from crafting may be much higher than one would expect, even under the standard profession system. This system is an attempt to fix that. It is a little complicated, but then so are the existing crafting rules.
Crafting has three variables to it: the sale price of the item, the Craft DC, and the average construction time. The sale prices are listed in the core rules, as are the guidelines for the Craft DC. The average completion time is up to the GM and can take anywhere from a few minutes for a nail to several weeks for heavy armor. In the end, it should provide about the same income to the crafter as any other profession.
To begin, find the materials cost of the item. This is done by determining the income (see Making Money, above) at the item's Craft DC. So, for example, a DC 15-19 item would have base wages of 3 sp per day, multiplied by the career multiplier. Once you have determined this wage amount, multiply it by the average completion time, in days. (For items with average completion times shorter than a day, find the fraction of it. Assume a 10-hour work day, so one hour would be .1 day.) Subtract this value from the sale price of the item. This is your materials cost. (If this value is a fraction of a copper, divide 1 by that number and round up; paying one copper gives you enough raw materials to make this many of the item. If the material cost is negative, add 1 copper until it isn't less than or equal to 0.) A masterwork item should use the same method to determine the wages for its masterwork portion, using the same completion time but a DC of 20. An untrained crafter can never make a masterwork item, even if he can meet the DC.
The next step is to determine the completion value of the item. Multiply the Craft DC by the completion time, in hours. (Again, assume a 10-hour day.) For a masterwork item, you should also multiply the masterwork portion's DC 20 by the same completion time and add it to the completion value. Now, the crafter is ready to work. Each hour, the worker makes a Craft check. If the check fails by 5 or more, he has ruined 5d10% of the raw materials and must repurchase them to continue. Otherwise, he makes progress, subtracting his check from the completion value. (If the item being made has a completion time of less than one hour, the check should be divided by 60 and represent one minute of work. Alternatively, divide 60 by the number of minutes; this is how many are in a batch, and the completion value should be multiplied by this to get a batch total.) If this equals or exceeds the completion value, the item is finished. An unused item may be sold for full value, rather than half.
Assistant provide additional complications; ask the GM how much of a bonus - or penalty! - assistants provide to your checks. (Basically, I use a parabolic equation f(x) = -mx^2+2mnx+-mn^2+s, where x is the number of assistants you have, n depends on how many can efficiently work on the item other than you, s is the maximum bonus for having that efficient number, and m is a "magic number" that makes f(0)=0 when all other constants are determined. I round this to the nearest integer to get your craft bonus.)
Last edited by Pilgrim; Jun 28th, 2010 at 07:18 PM .