Post by constantine on Jul 26, 2013 23:18:12 GMT
I propose an addition to the crafting system.
Any PC that has a crafting or a profession skill can choose to produce trade goods instead of items (like swords and armors) which he can then sell to the NPC's of a country to get gold. This will allow the PC to make gold from crafting even if they can't sell gear to other PC's.
We will take into consideration the Pathfinder rules for crafting. So the PC attempting this will need to pass a craft check. IT will work like the basic craft check found in the rules except with the part about profit. The profit will be determined by the d100 roll established below.
The trade goods will be something relevant to each craft skill/profession. For example a blacksmith can choose to make horseshoes, an alchemist can choose to make different ointments and so on. I propose there be a roll to decide the profit so it simulates the economy.
Now an example. Bob the fighter is also an blacksmith. He decides he needs some cash. He will drop any movement action for that day and can only take defensive actions, like normal crafting and start producing trade goods. He will make a craft check. If he succeeds he then rolls 1d100 to determine the profit he makes in that day, to simulate stuff like production inefficiency and market fluctuations.
I have a rough draft of the roll table.
1-5 -no gold for the day. Some event prevents you from working on that day so you don't produce anything and in turn you don't earn any gold.
5-20 - between 2gp 5sp and 7gp 5sp. You can't work to your full capacity due to unforseen circumstances so you produce an meager amount of gold.
21-50 -between 8gp and 25gp. You are working almost to your normal capacity but some accidents still happen.
51- 75 -between 25gp 5sp and 37gp 5sp . You are working a bit above your capacity and you get more stuff than you normally do.
76 -90 - between 38gp and 45gp. You produce well above you normal limits, because the staff works on harmony or you find a source of cheap raw materials.
91-95 between 91gp and 95gp. You have an amazing day. You manage to produce a record amount of trade goods and sell them at a good price.
96-99 between 144gp and 148gp 5sp. You work with supernatural vigor and produce breathtaking amounts of trade goods. Also the trade goods seem to be in great demand and you get amazing prices.
100 you get 200 gp. Someone commisions you to produce a great quantity of trade goods and they buy it at a premium price.
Any PC that has a crafting or a profession skill can choose to produce trade goods instead of items (like swords and armors) which he can then sell to the NPC's of a country to get gold. This will allow the PC to make gold from crafting even if they can't sell gear to other PC's.
We will take into consideration the Pathfinder rules for crafting. So the PC attempting this will need to pass a craft check. IT will work like the basic craft check found in the rules except with the part about profit. The profit will be determined by the d100 roll established below.
- If the PC succeeds on the craft roll he will then go ahead and roll profit;
- If he fails by 4 or less then he will loose that day of work but the
next day he will get a bonus on the craft check (+5 on the roll) because
he continues the work from the previous day. - If he fails by 5 or more then he looses part of the materials invested
and he must re-buy them (i say pay 1/3 of 25gp, which I take as the average profit of a day of work).
The trade goods will be something relevant to each craft skill/profession. For example a blacksmith can choose to make horseshoes, an alchemist can choose to make different ointments and so on. I propose there be a roll to decide the profit so it simulates the economy.
Now an example. Bob the fighter is also an blacksmith. He decides he needs some cash. He will drop any movement action for that day and can only take defensive actions, like normal crafting and start producing trade goods. He will make a craft check. If he succeeds he then rolls 1d100 to determine the profit he makes in that day, to simulate stuff like production inefficiency and market fluctuations.
I have a rough draft of the roll table.
1-5 -no gold for the day. Some event prevents you from working on that day so you don't produce anything and in turn you don't earn any gold.
5-20 - between 2gp 5sp and 7gp 5sp. You can't work to your full capacity due to unforseen circumstances so you produce an meager amount of gold.
21-50 -between 8gp and 25gp. You are working almost to your normal capacity but some accidents still happen.
51- 75 -between 25gp 5sp and 37gp 5sp . You are working a bit above your capacity and you get more stuff than you normally do.
76 -90 - between 38gp and 45gp. You produce well above you normal limits, because the staff works on harmony or you find a source of cheap raw materials.
91-95 between 91gp and 95gp. You have an amazing day. You manage to produce a record amount of trade goods and sell them at a good price.
96-99 between 144gp and 148gp 5sp. You work with supernatural vigor and produce breathtaking amounts of trade goods. Also the trade goods seem to be in great demand and you get amazing prices.
100 you get 200 gp. Someone commisions you to produce a great quantity of trade goods and they buy it at a premium price.