example 1 (materials): Assume you want to make a cannon ball out of steel, just a round sphere say...10" in diameter. It will take you 1000 times longer to make it out of gold than steel, even though gold is softer, has a lower melting point and is generally easier to work with. This is because the market price for the gold is higher. The problem is there is no correlation between the effort involved (expressed as the target craft number) and the materials being worked.
example 2 (harder is faster): Assume you are a 20th level silversmith and you want to make a plain silver wedding band, lets say the DC is 5. If you were to also make an intricate silver ring with scrollwork and engravings (say DC20), you could make the complicated ring much faster than a simple band because the DC is higher, which makes no sense at all.
Example 3 (loss of materials): The book rules say if your fail the DC by 5 or more, you ruin 1/2 your raw materials. IF you do the math, it makes it statistically impossible for NPC's to stay in business unless you make them high level with a lot of skill ranks. As an example, to make a set of normal full plate, on average, you won't be profitable until you have at least a +11 to your skill check. At +10 its about 50/50 on loosing money or making a profit. IF you want the full plate to be master work, you cannot do that until you have at least +9 for the masterwork component.
Example 4 (Masterwork): If you want to make a set of full plate as in the above example, it does not take a more skilled armorer to make MW full plate than it does the base full plate. Your craft modifier needs to be higher for the full plate portion than it does the MW portion of the project, even though the MW portion has a higher DC. Seems to me like it should. I think MW should be a DC modifier. The fixed MW DC results in some hard to explain situations.
Suppose you want to make a plain round buckler (DC11), value 15gp and you have +1 to the appropriate craft skill. It will likely roughly a week and a couple days. Suppose you want to make it a MW buckler now. It suddenly takes an average of around 35 weeks, with a net cost of 800-900gp from lost materials. Now I know you say at only +1 you shouldn't be making MW buckers but come on? It's a buckler? Even at +1 shouldn't you be able to go very slowly and carefully and it not take 35 weeks and 900gp?
Anyway, I developed a method to factor in the original book craft DC, a multiplier representing how hard to work a material is, the amount of material being worked, and any special modifications (like masterwork).
I've attached it here, it's not simple but it seems close to what makes sense. If anyone has any more elegant approaches I'd be interested in hearing them.
3 tabs
Craft Calculator - my new method, auto generates, or lets you roll your checks
Craft (research) - my working page to tweak the formulas and test output figures
Craft (book) - auto craft using book methods, shows profit and loss
ES
Attached File(s)
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_Gen__Craft_Skill_Calculator_11.zip (29.92K)
Number of downloads: 82

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