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Pythor wrote:
> Justisaur wrote:
> > Pythor wrote:
> > > I don't quite understand your point. Take 10 means that with a +90
> > > skill bonus, I succeed every time. So I guess my first question boils
> > > down to what skill bonus do I need to succeed 50% of the time, and what
> > > level can a perfectly specialised NPC be expected to have that bonus?
> > > Of course, then I need to figure out the same answers for a +190 bonus.
> > > Are you implying that anything less than +90 is effectively useless?
> > > Can you explain your reasoning?
> >
> > It sounds like you don't have much of a handle on the craft system. I'd
> > suggest reading through the craft skill a few times. There's nothing
> > that has a DC of 100 anyway, The highest DC is for alchemical items at
> > DC 25. Although you can voluntarily increase the DC in increments of
> > 10, which allows you to complete things faster.
> >
> > There is no such check that allows you to succeed 50% of the time.
> > Either you can do it or you can't. It'll just take you a hell of a lot
> > longer and cost you a hell of a lot more if you can't take 10.
> >
> > First I need to explain how to figure out how far along you get
> > crafting something: If you succeed, you times the DC by the check
> > result and that's 1/10 of the gold cost you completed. So if you had
> > a DC 100 item, with a check of 100 you'd be doing 1,000 gp worth of it
> > a week, so it would take you 100 weeks, or just under 2 years to
> > complete a 100,000 gp item.
> >
> > If you don't have enough skill to take 10, lets go with the most
> > extreme example: You have a skill of +80, this means you only succeed
> > on a DC 100 check when you roll a 20, or 5% of the time. This means it
> > is going to take you 20x as long, or 2000 weeks or 40 years. We also
> > need to consider one other thing, which is it costs you 1/2 of the base
> > materials cost every time you fail by 5 or more. the base materials
> > cost is 1/3 of the end value of the time, so for a 100,000 gp item it
> > would be 33,333 gp so every time you fail by 5 or more you cost
> > yourself 16,666 gp. Since you fail by 5 or more 75% of the time it's
> > going to cost you an average of 24,999,000 gp to create that 100,000 gp
> > item, where the person who has a +90 it cost him 33,000 gp.
> >
> > So the person with a +80 still can make it 100% of the time, it just
> > takes him a lot longer and costs him a lot more. Whereas a character
> > with +79 can't make it at all, since he never succeeds on a check.
> >
> > But since the highest craft DC is 25, you only need a skill of +15 to
> > make sure you can make anything in your craft. Increasing your skill
> > only allows you to make things faster.
> Is this a cap according to the rules? or just the largest DC that
> is given in an example. I'm trying to figure the math on a system of
> making items that are greater than masterwork items, in that they are
> more expensive to produce, but are cheaper to add enhancements to. I
> want the whole thing to balance roughly with the normal magic item
> creation rules, so a +10 enhancement item is 100,000 gp (with the other
> 100,000 paid by enchanter.) Perhaps a DC of 100 is too high, but I
> really need to understand the logic here to be able to get a decent
> balance of Crafter skill required vs. the savings in the enchantment
> process.
It's the largest DC given, but it covers everythign that can be made in
the rules. If you want to introduce higher DCs for new items that's up
to you.
> I see your point that failure isn't really an option, though I
> guess what I meant was where exceeding the actuall cost of buying the
> item was a failure.
You can't really determine that, except for a particular instance. It
depends on the cost and DC of the item. Failure by 5 or more increases
cost 1/6th of the end value of the item, and you start with a 1/3 you
can only fail 3 times before you equal the cost of the item. In your
example again, if you had a +89 this would mean you would fail 5 or
more 30% of the time. Unfortunately as it takes you an average of
slightly more than 200 weeks on average this means you've infact failed
an average of 60x, which means you've paid the equivilent cost of the
item 10x over. If you get one more skill point you are again where you
never fail.
> Let me explain: I want to create an alternate system for magic item
> creation based loosely on the way computer RPGS often do it. You have
> to have an item of a particular quality in order for it to accept
> enchantments. Each enchantment takes up "space" on the item, which I
> am going to say is a single rune. A higher DC allows you to create an
> item that can accept more runes. I figured enhancement squared equals
> number of runes needed, and DC = number of Runes, so a +5 Vorpal
> sword(+10 enhancement) is DC 100. Given your answer, I guess that
> won't work. Maybe some geometric sequence, instead of squaring will
> lead to better numbers. Or maybe I need to rethink the whole thing.
If you want to make it the way computer games work, then no. II don't
see a problem with requireing only 2 years to make something of that
high of a power. Some non-magical katanas in Real Life (tm) took that
long to make.
What I did is made a feat for crafters, which uses the existing magic
creation rules, modified slightly. You still create the base
masterwork part normally, then it's 1000 gp per day as usual for the
magical part.
MAGICAL CRAFTSMAN:
You can imbue items you personally create with powerful magic.
PREREQUISITE: Craft Skill 5+
BENEFIT: Your Craft skill rank -3 is substituted for the spell caster
level for purposes of fulfilling the prerequisites of item creation.
When you enchant an item that was both crafted by you and that is a
masterwork item if applicable, you can substitute your craft rank -3
for your caster level for purposes of fulfilling the prerequisites of
any specific item. If the item has any spells as prerequisites that you
cannot supply, or is not supplied by another working with you, you can
pay quintuple XP cost (1/5 base cost) to fulfill those spell
requirements, however your character level must be at least equal to
the lowest level at which a single-classed character could attain the
spell. Magical Craftsman applies to only one craft skill, and any
magic items made with it must be able to be made wholly with crafts you
have the Magical Craftsman feat for.
- Justisaur