Crafting times.
These times assume that you have access to a properly equipped place to work the correct tools, and ‘ready to use’ materials. In the field with limited facilities, it will take twice as long.
Time Unit = The amount of time in this columns indicates how much time must be spent working before a Craft check is permitted.
DC Modifier = The number in this column is added to a base DC 10 of all Craft checks.
For every extra category, beyond Very Complex, indicated by the modifiers below - add 4 weeks crafting time.
+1 category for any item that is bigger than 'Medium'
+2 category for every item that is bigger than 'Huge'
+1 category for Special Materials that give an advantage (Mithral, Cold iron etc)
+1 category for Raw Materials
+2 categories for Base Materials
-1 category for Special Materials that give a disadvantage (Stone, Bronze, Obsidian etc)
-1 category for a 'quick' basic job, which adds 'Fragile' to the item) to represent the self-made, out in the woods, emergency items.
Materials.
Ready to use Materials: Are anything that only requires a single crafting process. This includes sheet metal, metal rods, wooden battens, wooden poles, planks, strips of cured leather, preformed buckles, bolt of material etc.
Raw Materials. Require a double crafting process. This might be a tree branches, uncured hides, metal ingots, metals that need to be melted down (such and coins or art work), uncut gems stones, skein of thread/wool (except knitting!).
Base Materials: Require three crafting process. Examples include metal ores (Smelting, make rods/plates, craft the armour/weapon); fleece (spin the wool, weave the material, make the clothes); tree (cut it down, saw planks and rods, craft the item)
Category descriptions.
Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts. Examples: crowbar, quarterstaff, most simple tools, slings, belt pouches.
Simple: A simple item is largely made of one material, but it requires a more specialized shape. Examples: many simple weapons, backpack, most common articles of clothing, simple traps such as pits. Wooden Shields, Padded Armor.
Moderate: Moderate complexity items are characterized by different materials or different parts that must be integrated into a whole. Examples: Most martial weapons, some light armor, bows, metal shields, locks, simple traps using simple mechanical triggers, acid.
Difficult: Difficult items are characterized by items that need research and/or careful construction, Examples: Some medium armor, composite bows, crossbows, exotic weapons.
Complex: Complex items have diverse materials, moving parts, different parts, and/or decorative bits. Examples: Most types of armor, strength bows, most vehicles (excluding large ocean-going vessels), alchemist’s fire, smokesticks, tingertwigs.
Very Complex: These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses. Examples: ocean-going vessels, unusual armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones.
Last edited by JohnB, July 17 2024 20:50:38. Secured game article. You most log in to contribute.