Lots to catch up on. This is one downside to being overseas. Most of the time I am awake no one is on, but every time I sleep I fall behind.Long post, please read carefully:
I do not currently have plans to change the rules for magical crafting. Magical crafting is already profitable, useful and much faster than standard crafting, so requires less help. I am changing masterwork crafting. It will not be easier, but it will be far more useful AND far more profitable. To give an example of the current draft, a +2
masterwork longsword would require 5 ranks in craft: weaponsmithing (or two ranks and skill focus), a DC of 25, would require twice the time as a normal longsword, would cost 1,005 gp in materials, and would cost approximately 3015g to buy from a vendor. This does two things for the players that the old system did not. 1)Masterwork bonuses go beyond +1, have different kinds of bonuses, and stack with bonuses from magical enchantment. 2) The time to craft the item is no longer directly tied to the final cost of the item.
Now, given the significant DCs, having skill focus in crafting makes sense if you want to pursue this, just like magical crafting requires feats to be useful at that. These feats will not be free, though. After all, crafting can grant significant bonuses from gear (there are rules for armor and tools as well).
In addition to this, we are still discussing base crafting times. The silver piece rule, in my mind, and amol's as well, takes too damn long, but we are trying to decide where to actually set it. We are currently leaning toward twice the price in gold (making crafting five times faster), but have not officially decided.
I am sure you probably have a lot of other questions, but I don't want folks getting hung up on one house rule that has already been the most frequently discussed topic. Those of you who have played in my games in the past (as GM or co GM) should know that I value the tone of a game above individual rules, and I always set out an expectation of gameplay. I feel like a lot of players have *not* been paying attention to the desired tone and expectations in their concepts and questions.
There has to be some reason why we're risking life and limb to go through the Guild's mandatory three missions. If we could do just as well by sitting at home and weaving baskets then we'd be kind of foolish to go risk our necks. But instead we're all at a place in our lives where selling ourselves into indentured servitude makes sense -- the way I read it, that's kind of the point of the whole setup. Finding good ways to get rich through other means seems a little bit like denying the premise of the game.
This is very close to what I have been trying to convey. The confusion, and I am a bit responsible for this, is that I do
want players trying to get rich/powerful/famous through other means, just not at level 1. I am putting you guys on fast xp progression (medium for staff). You will level. You will be given opportunities to make names for yourselves. Note that you are only required to do three missions. After that, you can do whatever you want. There will be more missions (though perhaps not enough), but I do want the control of PC destiny to slowly move from my hands into yours. Your characters will start off broke, weak and with no contacts, forcing them to accept the shit deal that they are offered. With each mission they complete, their situation changes significantly. As players, embrace those changes.
To give two examples, think about the guildmasters and staffmembers. Staff members did their three missions and then decided to just not take any more (at least for a while). They are still part of the guild, but now it is by choice, and they live more comfortable (if less exciting) lives. Guildmasters did their time as random adventurers until they realized that they had the resources to start their own project and control their own destiny.