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Khaalis
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« Reply #960 on: October 28, 2009, 03:30:48 AM »

Ok, so I want to see if I've got this correct.  Lets say a 5th level Crafter with 8 ranks in Crafting and 14 INT  wants to try and make a longsword (10W / 90s).

Requirements:
* The minimum downtime required = 1 Week
* The minimum skill required is Complexity 10 / [Career Level (5) + Ranks (Cool = Complexity Skill 13]

Lets assume the crafter rolls average (11) + 10 (ranks+INT) = 21. When cross-referenced on the table on p73, this indicates the crafter succeeds in making up to 30s value.  Assuming the same range of rolls, this would take the crafter 3 weeks to craft the longsword?  Two weeks if he manages to roll a 26 or higher in the second week?

Is that correct?
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« Reply #961 on: October 28, 2009, 05:30:44 AM »

I think that you make one roll for the entire downtime period (say three weeks if you've got it), get the value per week/month/day, then multiply said value to get total amount accrued (so week (value) * 3 in this case).

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« Reply #962 on: October 28, 2009, 05:38:02 AM »

I think that you make one roll for the entire downtime period (say three weeks if you've got it), get the value per week/month/day, then multiply said value to get total amount accrued (so week (value) * 3 in this case).

Which works out to the same thing?  So if the crafter only has a Downtime of 1 week at a shot, he could make part of the sword (30s worth) set it aside then come back and finish it later in your next downtime? 

Otherwise, how do you know up front that you will only roll say the 21 in the example above, and get 30s per week or do you have to assume a worse case scenario and say ok, at my worst roll it means it will take me X weeks (9 weeks in the example I gave) and thus you cant make the sword unless you have a 9 week downtime?
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Agent 333
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« Reply #963 on: October 28, 2009, 07:40:01 AM »

You try and make the sword, and if it takes more time than you have you stop making it. Up to the GM whether or not you can save your progress if you didn't complete it.
If it takes less time, you make other stuff to sell for the difference in silver between your check and the cost for the sword.
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« Reply #964 on: October 28, 2009, 07:59:28 AM »

Quote from: Crafting check description, page 73
At the GM’s discretion, the character may “bank” Value toward a particularly large or complex item but this significantly increases bookkeeping and is only recommended for advanced games.

So basically, if the GM says it's ok, you can spread a Crafting check out over separate downtime checks. Personally, as long as the PC owned the facility (i.e. holding with a workshop) he should be able to store half-made stuff there.
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« Reply #965 on: October 28, 2009, 09:00:57 AM »

Ok, so I want to see if I've got this correct.  Lets say a 5th level Crafter with 8 ranks in Crafting and 14 INT  wants to try and make a longsword (10W / 90s).

Requirements:
* The minimum downtime required = 1 Week
* The minimum skill required is Complexity 10 / [Career Level (5) + Ranks (Cool = Complexity Skill 13]

Lets assume the crafter rolls average (11) + 10 (ranks+INT) = 21. When cross-referenced on the table on p73, this indicates the crafter succeeds in making up to 30s value.  Assuming the same range of rolls, this would take the crafter 3 weeks to craft the longsword?  Two weeks if he manages to roll a 26 or higher in the second week?

Is that correct?


Well, your example has some inaccuracies:

A longsword has a Complexity of 12M and costs 60s.

The maximum you can Craft is your Level + total Crafting bonus. So if we have an Int of 14 (+2 bonus), you could craft that Longsword as early as Level 4 (4 for level + 7 for max ranks + 2 for Int mod).

Presuming an average Crafting result of 21 as used in your example, that would generate 150s in a month's time - enough for 2 swords and 30s in the bank if you're allowed to Smiley Note this is presuming you are not using raw materials, which are a tremendous way to speed up the crafting process (without raw materials, you're basically assumed to be starting with nothing, meaning you have to mine ore, smelt steel, cut down trees for handle-wood, tan leather for the grip, etc.). With our result of 21, you could invest an additional 150s in raw materials, bringing you up to 5 longswords in a month's time.

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

Lesson of the day: if you want to be a good crafter, use raw materials and grab a Crafting feat or 2.

-----

So let's take the hardest example possible - crafting an item with the highest complexity and trying to produce it using the minimal downtime possible (D). Per Fantasy Craft, that would mean we're making a complex poison, like Stupefying or Intoxicating. (complexity 25D). Let's also rule out all possible additions - no raw materials, no feats, no Enlightened Crafting or Trade Secrets - max ranks and only a +2 Int Mod.

The minimal Career Level to craft Intoxicating poison is 10 (10 CL + 13 max ranks + 2 Int Mod). My average die roll of 11 on a Crafting check will give me a result of 26 (11 + 13 ranks + 2 Int). If building by single days will get 6s/day. The cost of Intoxicating Poison is 50s. It would take me 9 individual days to generate that much silver (54s).

If I had a week of Downtime, I would produce 60s - enough for 1 phial and 10s in extra.
If I had a month of Downtime, I would produce 300s - enough for 6 phials.

Does this help at all?

Quote from: prototype00
I think that you make one roll for the entire downtime period (say three weeks if you've got it), get the value per week/month/day, then multiply said value to get total amount accrued (so week (value) * 3 in this case).


This is correct. Table 2.9 Crafting says "Per day/week/month" at the top of each column. It is set up in such a way that it's advantageous to use the largest possible segment when generating your value (a week's value is 10 x a day's, and a month's value is 5 x a week's).
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« Reply #966 on: October 28, 2009, 09:23:50 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?
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Crafty_Alex
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« Reply #967 on: October 28, 2009, 10:09:05 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?

No. Crafting Supremacy reduces the time required via Complexity by 1 step, but does not increase the silver output. The first half of Crafting Supremacy (quadruple normal silver output) already does that. Let's say our character wants to make a longsword (12M). When he makes it, it's complexity is treated as if it were 12W - meaning he can make an item most people would need at least a month to make when given just a week.
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« Reply #968 on: October 28, 2009, 10:12:22 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?

No. Crafting Supremacy reduces the time required via Complexity by 1 step, but does not increase the silver output. The first half of Crafting Supremacy (quadruple normal silver output) already does that. Let's say our character wants to make a longsword (12M). When he makes it, it's complexity is treated as if it were 12W - meaning he can make an item most people would need at least a month to make when given just a week.

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?
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Crafty_Alex
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« Reply #969 on: October 28, 2009, 10:20:43 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?

No. Crafting Supremacy reduces the time required via Complexity by 1 step, but does not increase the silver output. The first half of Crafting Supremacy (quadruple normal silver output) already does that. Let's say our character wants to make a longsword (12M). When he makes it, it's complexity is treated as if it were 12W - meaning he can make an item most people would need at least a month to make when given just a week.

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?

Nothing. It's not on the table, as Downtime went to a minimum of Days. However, if you have something with D compexity, you can produce it with only hours of Downtime (which will, in all likelihood, be a rarity).
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« Reply #970 on: October 28, 2009, 10:25:19 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?

No. Crafting Supremacy reduces the time required via Complexity by 1 step, but does not increase the silver output. The first half of Crafting Supremacy (quadruple normal silver output) already does that. Let's say our character wants to make a longsword (12M). When he makes it, it's complexity is treated as if it were 12W - meaning he can make an item most people would need at least a month to make when given just a week.

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?

Nothing. It's not on the table, as Downtime went to a minimum of Days. However, if you have something with D compexity, you can produce it with only hours of Downtime (which will, in all likelihood, be a rarity).

In those rare cases, how do you pull it off? You don't produce anything with an hour of downtime, right? What significance does opening up an hourly check actually have?
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Crafty_Alex
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« Reply #971 on: October 28, 2009, 10:29:24 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?

No. Crafting Supremacy reduces the time required via Complexity by 1 step, but does not increase the silver output. The first half of Crafting Supremacy (quadruple normal silver output) already does that. Let's say our character wants to make a longsword (12M). When he makes it, it's complexity is treated as if it were 12W - meaning he can make an item most people would need at least a month to make when given just a week.

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?

Nothing. It's not on the table, as Downtime went to a minimum of Days. However, if you have something with D compexity, you can produce it with only hours of Downtime (which will, in all likelihood, be a rarity).

In those rare cases, how do you pull it off? You don't produce anything with an hour of downtime, right? What significance does opening up an hourly check actually have?

I honestly don't know. There's a two sided formula to Crafting - the Complexity/time and the silver value. Without a produced silver value for an hour's time, I don't think it functions the way you're hoping to. Likely, we'll need to errata Crafting Supremacy to "a minimum of Days" meaning it will only affect checks with a complexity of W, M, or Y.
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« Reply #972 on: October 28, 2009, 10:33:41 AM »

Most serious craftsmen will have the Crafting Basics/Mastery/Supremacy feats, further enhancing their output - a character with just Crafting Basics (which would basically count as a "skilled craftsman") could produce a whopping 300s without raw materials...5 swords, from nothing, in just a month...on average. The ultimate skilled artisan, with all three Crafting feats, produces 600s and lowers the time to a week...so in a month he could create 10 swords, or with just a week's time produce 2 (120s value), again with no materials to speak of on hand.

The time requirement drops a step but the result doesn't, so in the case of a daily check you can obtain the daily result in one or more hours. Make sense?

I was going to start explaining why the combination of these two posts confused me, but I seem to only get myself in trouble and draw focus away from what I really want to know when I do that so: Should that crafter make 600s a week and 120s a day or is Crafting Supremacy still up for grabs?

No. Crafting Supremacy reduces the time required via Complexity by 1 step, but does not increase the silver output. The first half of Crafting Supremacy (quadruple normal silver output) already does that. Let's say our character wants to make a longsword (12M). When he makes it, it's complexity is treated as if it were 12W - meaning he can make an item most people would need at least a month to make when given just a week.

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?

Nothing. It's not on the table, as Downtime went to a minimum of Days. However, if you have something with D compexity, you can produce it with only hours of Downtime (which will, in all likelihood, be a rarity).

In those rare cases, how do you pull it off? You don't produce anything with an hour of downtime, right? What significance does opening up an hourly check actually have?

I honestly don't know. There's a two sided formula to Crafting - the Complexity/time and the silver value. Without a produced silver value for an hour's time, I don't think it functions the way you're hoping to. Likely, we'll need to errata Crafting Supremacy to "a minimum of Days" meaning it will only affect checks with a complexity of W, M, or Y.

Well, I'm not hoping it'll work any given way, that's the way Crafty_Pat seemed to imply it worked, I just want to get a clear, resolute answer to what exactly it does.
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Crafty_Alex
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« Reply #973 on: October 28, 2009, 10:38:28 AM »

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?

Nothing. It's not on the table, as Downtime went to a minimum of Days. However, if you have something with D compexity, you can produce it with only hours of Downtime (which will, in all likelihood, be a rarity).

In those rare cases, how do you pull it off? You don't produce anything with an hour of downtime, right? What significance does opening up an hourly check actually have?

I honestly don't know. There's a two sided formula to Crafting - the Complexity/time and the silver value. Without a produced silver value for an hour's time, I don't think it functions the way you're hoping to. Likely, we'll need to errata Crafting Supremacy to "a minimum of Days" meaning it will only affect checks with a complexity of W, M, or Y.

Well, I'm not hoping it'll work any given way, that's the way Crafty_Pat seemed to imply it worked, I just want to get a clear, resolute answer to what exactly it does.

You're hoping it will work - that's what I meant Smiley. The answer is we're missing one half of the formula (silver produced in an hour's time) which honestly goes against what we've defined Downtime as. Probably needs errata.
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« Reply #974 on: October 28, 2009, 10:41:21 AM »

Alright, I already asked this but the answer doesn't really work with what you said, so here we go again:

What does an hour's downtime produce?

Nothing. It's not on the table, as Downtime went to a minimum of Days. However, if you have something with D compexity, you can produce it with only hours of Downtime (which will, in all likelihood, be a rarity).

In those rare cases, how do you pull it off? You don't produce anything with an hour of downtime, right? What significance does opening up an hourly check actually have?

I honestly don't know. There's a two sided formula to Crafting - the Complexity/time and the silver value. Without a produced silver value for an hour's time, I don't think it functions the way you're hoping to. Likely, we'll need to errata Crafting Supremacy to "a minimum of Days" meaning it will only affect checks with a complexity of W, M, or Y.

Well, I'm not hoping it'll work any given way, that's the way Crafty_Pat seemed to imply it worked, I just want to get a clear, resolute answer to what exactly it does.

You're hoping it will work - that's what I meant Smiley. The answer is we're missing one half of the formula (silver produced in an hour's time) which honestly goes against what we've defined Downtime as. Probably needs errata.

I dunno, Downtime is defined as "any time at least several hours pass" you could certainly manage to have downtime that's less than a full day, right?
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