The party is in a town with a population of 900 people, mostly farmers with a militia of 20 guards.
Without getting too deep into the overall storyline the party has concluded that an Awaken Tree is a vampire tree (It's not but the idea has some merits.) and they want to craft some silver weapons to use against it.
I know. I know. The party did not do any research on what is effective against vampires and I did not want to take their agency away from them by outright saying silver does nothing to vampires. (maybe I was wrong in doing that.)
I let the party find a blacksmith in town and they pursued what the cost and time it took to craft some silver-tipped bolts and enhance a longsword with silver. Knowing what I did about vampires I gave the party a two-month window to have the job completed since this was not exactly a town know for weapons purchasing or usage outside of the militia. Plus, for a bonus, I rationalized he was back logged in existing work. So I tried my best to save the party their coin on an idea that would do nothing to their "vampire tree". Needless to say, the party was outraged by the time it would take to do the work so they abandoned the idea.
So that got me thinking after the game.
Question:
I understand the base rules for Silvering weapons, (100gp, etc) but what I'm trying to determine is the amount of time taken to actually do the work. I know there is no reference table out there, and maybe the crafting rules from Xanath's could help, but I wanted to get the opinion of the DDB hivemind such an activity.
I would probably use the time to craft the weapon as a base and then reduce it somewhat, since you are modding it and not outright making it from scratch. Say.... 50% of base crafting time for the weapon.
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I would agree with the party that two months is outrageous. It only takes a couple days to forge a sword and arrow heads or crossbow bolts can be cast quickly.
There is nothing wrong with having the tree vulnerable to silver even if it is or is not vampiric. The time when it becomes important is when a PC actually hits it.
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I would agree with the party that two months is outrageous. It only takes a couple days to forge a sword and arrow heads or crossbow bolts can be cast quickly.
There is nothing wrong with having the tree vulnerable to silver even if it is or is not vampiric. The time when it becomes important is when a PC actually hits it.
Yeah, well, it was a call I made on the spot and I'm not a blacksmith. I'd never agree it was the right call, but that is why I was asking to get opinions on maybe what could be the right time frame.
i would say XGE rules don't really apply as you're not crafting the weapon, just coating an already crafted weapon (so no formal rules)...you're just cleaning it off and applying the coating. I'd say 1 day considering you do have to set things up. that assumes proficiency with smiths tools and a full smithy are available.
i would say XGE rules don't really apply as you're not crafting the weapon, just coating an already crafted weapon (so no formal rules)...you're just cleaning it off and applying the coating. I'd say 1 day considering you do have to set things up. that assumes proficiency with smiths tools and a full smithy are available.
I was just reading XGE on the crafting rules and I was looking at it from the Smithy side of the crafting.
Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Though using XGE with the party request to Silver a sword and 10 silver crossbow bolts come out to 4 weeks. (200gp/50 = 4 weeks)
It's interesting to see in PHB, DMG, and XGE their crafting rules on-time completion is vastly different. Some of the time periods are close to my original on the fly estimations. (Not that I felt comfortable with that estimation.)
PHB:
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
100gp Silver Sword = 20 days 100gp Silver ten crossbow bolts = 20 days
Total Work for 40 days.
DMG
An item has a creation cost specified in the Crafting Magic Items table (half that cost for a consumable, such as a potion or scroll). A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.
While Silvering an item may be a common item I'd say it would be half the time a common magic item equivalent at 100gp.
100gp Silver Sword = 2 days 100gp Silver ten crossbow bolts = 2days
Total Work for 4 days.
XGE
In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Note: there is a separate section for Magic items in the text.
In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Note: there is a separate section for Magic items in the text.
Not sure how this may affect the crafting math, but at least in my game one doesn't simply "silver" an existing weapon. Again, in my game: "Silvering" is a process integrated into the smithing of a weapon and not anti lycanthrope lacquering. So yeah, a silvered weapon is made as a silvered weapon. If characters offer owned weapons for silvering, the smith would likely just break them down for metals and maybe give a slight discount for material provided.
Also wondering out of ignorance how the XGTE workweek is 5 days works for a default game setting (Xanathar is a FR persona after all) who govern time in terms of Tendays.
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Jander Sunstar is the thinking person's Drizzt, fight me.
So, are you changing the rules because the players made a mistake and saying vampires can be hurt by silver? As I understand it, they’re not actually fighting a vampire in this case, but generally?
I don’t think it’s a player agency issue to just let player error alter the game. What you might have done - I realize this is nothing to do with crafting - is make a behind the screen arcana (or something) roll to see what the characters know, and maybe correct them. Otherwise, I think it would be kind of funny for them to start swinging only to find the silver doesn’t matter, but I can see where some groups or people might get upset.
In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Note: there is a separate section for Magic items in the text.
So, are you changing the rules because the players made a mistake and saying vampires can be hurt by silver? As I understand it, they’re not actually fighting a vampire in this case, but generally?
I don’t think it’s a player agency issue to just let player error alter the game. What you might have done - I realize this is nothing to do with crafting - is make a behind the screen arcana (or something) roll to see what the characters know, and maybe correct them. Otherwise, I think it would be kind of funny for them to start swinging only to find the silver doesn’t matter, but I can see where some groups or people might get upset.
Fair point. All I can think of at that time I was more concerned if they wasted 200gp, of money they have very little of, to begin with. It was one of those moments I felt like I was doing the right thing but I can see from the players' point of view where it may have taken something out of the game.
Not sure how this may affect the crafting math, but at least in my game one doesn't simply "silver" an existing weapon. Again, in my game: "Silvering" is a process integrated into the smithing of a weapon and not anti lycanthrope lacquering. So yeah, a silvered weapon is made as a silvered weapon. If characters offer owned weapons for silvering, the smith would likely just break them down for metals and maybe give a slight discount for material provided.
Also wondering out of ignorance how the XGTE workweek is 5 days works for a default game setting (Xanathar is a FR persona after all) who govern time in terms of Tendays.
When I was playing the interaction between the players and the smithy I was trying to justify that the work, in simpler terms, was to make sure the items were durable and usable.
At least RAW, you silver a weapon...you don't make a weapon that is silvered. The weapon you're silvering already exists. From the PHB:
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Yeah, I got that part but the question in the rambling of that OP is what is the time it takes to do something of this sort. One day, one hour, it just did not stick with me as something that is achievable to do this sort of activity. Maybe it is that simple, as simple a dipping an arrow into poison, and presto silvered item. I asked to get the opinions of others just to get their point of view that is why some of the discussion has been about looking at the crafting rules to gauge time for crafting activities.
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Service
Pay
Coach cab (Between towns)
3 cp per mile
Coach cab (Within a city)
1 cp
Hireling (Skilled)
2 gp per day
Hireling (Untrained)
2 sp per day
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship's passage
1 sp per mile
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
A modern contractor typically charges 50% materials and 50% labor costs. So if it cost 100gp to silver a weapon, then around 50gp of that is labor, so approximately 25 days, or about a month for a round number.
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Service
Pay
Coach cab (Between towns)
3 cp per mile
Coach cab (Within a city)
1 cp
Hireling (Skilled)
2 gp per day
Hireling (Untrained)
2 sp per day
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship's passage
1 sp per mile
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
A modern contractor typically charges 50% materials and 50% labor costs. So if it cost 100gp to silver a weapon, then around 50gp of that is labor, so approximately 25 days, or about a month for a round number.
Thanks! so that is close in time to what I did on the fly using a skilled worker.
well that helps a lot but how would you place that with the crafting downtime options along with this. I assume one would supersede another.
Crafting downtime options are for when PCs want to make things. Sposta’s comments are on hiring NPCs to do work. Neither supersedes the other because they’re different contexts.
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Service
Pay
Coach cab (Between towns)
3 cp per mile
Coach cab (Within a city)
1 cp
Hireling (Skilled)
2 gp per day
Hireling (Untrained)
2 sp per day
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship's passage
1 sp per mile
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
A modern contractor typically charges 50% materials and 50% labor costs. So if it cost 100gp to silver a weapon, then around 50gp of that is labor, so approximately 25 days, or about a month for a round number.
Thanks! so that is close in time to what I did on the fly using a skilled worker.
well that helps a lot but how would you place that with the crafting downtime options along with this. I assume one would supersede another.
The 2gp is per person, per day, so if the party hired a shop with more than one skilled employee, they could cut the time down considerably (25 person/days can mean 25 days (one staff) 12.5 (two staff), 8.33 (3 staff), or 6.25 (4 staff).
Crafting downtime options are for when PCs want to make things. Sposta’s comments are on hiring NPCs to do work. Neither supersedes the other because they’re different contexts.
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
Service
Pay
Coach cab (Between towns)
3 cp per mile
Coach cab (Within a city)
1 cp
Hireling (Skilled)
2 gp per day
Hireling (Untrained)
2 sp per day
Messenger
2 cp per mile
Road or gate toll
1 cp
Ship's passage
1 sp per mile
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
A modern contractor typically charges 50% materials and 50% labor costs. So if it cost 100gp to silver a weapon, then around 50gp of that is labor, so approximately 25 days, or about a month for a round number.
Thanks! so that is close in time to what I did on the fly using a skilled worker.
well that helps a lot but how would you place that with the crafting downtime options along with this. I assume one would supersede another.
The 2gp is per person, per day, so if the party hired a shop with more than one skilled employee, they could cut the time down considerably (25 person/days can mean 25 days (one staff) 12.5 (two staff), 8.33 (3 staff), or 6.25 (4 staff).
That is a valid point and one I did not consider unfortunately there is only one smithy in the town, it that is not to say there isn’t an apprentice in the wings.
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Setup:
The party is in a town with a population of 900 people, mostly farmers with a militia of 20 guards.
Without getting too deep into the overall storyline the party has concluded that an Awaken Tree is a vampire tree (It's not but the idea has some merits.) and they want to craft some silver weapons to use against it.
I know. I know. The party did not do any research on what is effective against vampires and I did not want to take their agency away from them by outright saying silver does nothing to vampires. (maybe I was wrong in doing that.)
I let the party find a blacksmith in town and they pursued what the cost and time it took to craft some silver-tipped bolts and enhance a longsword with silver. Knowing what I did about vampires I gave the party a two-month window to have the job completed since this was not exactly a town know for weapons purchasing or usage outside of the militia. Plus, for a bonus, I rationalized he was back logged in existing work. So I tried my best to save the party their coin on an idea that would do nothing to their "vampire tree". Needless to say, the party was outraged by the time it would take to do the work so they abandoned the idea.
So that got me thinking after the game.
Question:
I understand the base rules for Silvering weapons, (100gp, etc) but what I'm trying to determine is the amount of time taken to actually do the work. I know there is no reference table out there, and maybe the crafting rules from Xanath's could help, but I wanted to get the opinion of the DDB hivemind such an activity.
I would probably use the time to craft the weapon as a base and then reduce it somewhat, since you are modding it and not outright making it from scratch. Say.... 50% of base crafting time for the weapon.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I would agree with the party that two months is outrageous. It only takes a couple days to forge a sword and arrow heads or crossbow bolts can be cast quickly.
There is nothing wrong with having the tree vulnerable to silver even if it is or is not vampiric. The time when it becomes important is when a PC actually hits it.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Yeah, well, it was a call I made on the spot and I'm not a blacksmith. I'd never agree it was the right call, but that is why I was asking to get opinions on maybe what could be the right time frame.
i would say XGE rules don't really apply as you're not crafting the weapon, just coating an already crafted weapon (so no formal rules)...you're just cleaning it off and applying the coating. I'd say 1 day considering you do have to set things up. that assumes proficiency with smiths tools and a full smithy are available.
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I was just reading XGE on the crafting rules and I was looking at it from the Smithy side of the crafting.
Though using XGE with the party request to Silver a sword and 10 silver crossbow bolts come out to 4 weeks. (200gp/50 = 4 weeks)
It's interesting to see in PHB, DMG, and XGE their crafting rules on-time completion is vastly different. Some of the time periods are close to my original on the fly estimations. (Not that I felt comfortable with that estimation.)
PHB:
100gp Silver Sword = 20 days
100gp Silver ten crossbow bolts = 20 days
Total Work for 40 days.
DMG
While Silvering an item may be a common item I'd say it would be half the time a common magic item equivalent at 100gp.
100gp Silver Sword = 2 days
100gp Silver ten crossbow bolts = 2days
Total Work for 4 days.
XGE
Note: there is a separate section for Magic items in the text.
100gp Silver Sword = 2 weeks
100gp Silver ten crossbow bolts = 2 weeks
Total Work for 4 weeks.
Math is off here. 50GP is 1 work week, So 100GP means it take two weeks (or 10 days as XGTE specifies a workweek is 5 days)
So 1 Silvered sword and 10 silvered bolts would be 200GP/50 = 4 work weeks.
Not sure how this may affect the crafting math, but at least in my game one doesn't simply "silver" an existing weapon. Again, in my game: "Silvering" is a process integrated into the smithing of a weapon and not anti lycanthrope lacquering. So yeah, a silvered weapon is made as a silvered weapon. If characters offer owned weapons for silvering, the smith would likely just break them down for metals and maybe give a slight discount for material provided.
Also wondering out of ignorance how the XGTE workweek is 5 days works for a default game setting (Xanathar is a FR persona after all) who govern time in terms of Tendays.
Jander Sunstar is the thinking person's Drizzt, fight me.
So, are you changing the rules because the players made a mistake and saying vampires can be hurt by silver? As I understand it, they’re not actually fighting a vampire in this case, but generally?
I don’t think it’s a player agency issue to just let player error alter the game. What you might have done - I realize this is nothing to do with crafting - is make a behind the screen arcana (or something) roll to see what the characters know, and maybe correct them. Otherwise, I think it would be kind of funny for them to start swinging only to find the silver doesn’t matter, but I can see where some groups or people might get upset.
Thanks for catching it! Fixed it in the original post.
Fair point. All I can think of at that time I was more concerned if they wasted 200gp, of money they have very little of, to begin with. It was one of those moments I felt like I was doing the right thing but I can see from the players' point of view where it may have taken something out of the game.
When I was playing the interaction between the players and the smithy I was trying to justify that the work, in simpler terms, was to make sure the items were durable and usable.
Yeah, I got that part but the question in the rambling of that OP is what is the time it takes to do something of this sort. One day, one hour, it just did not stick with me as something that is achievable to do this sort of activity. Maybe it is that simple, as simple a dipping an arrow into poison, and presto silvered item. I asked to get the opinions of others just to get their point of view that is why some of the discussion has been about looking at the crafting rules to gauge time for crafting activities.
A modern contractor typically charges 50% materials and 50% labor costs. So if it cost 100gp to silver a weapon, then around 50gp of that is labor, so approximately 25 days, or about a month for a round number.
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Thanks! so that is close in time to what I did on the fly using a skilled worker.
well that helps a lot but how would you place that with the crafting downtime options along with this. I assume one would supersede another.
Crafting downtime options are for when PCs want to make things. Sposta’s comments are on hiring NPCs to do work. Neither supersedes the other because they’re different contexts.
The 2gp is per person, per day, so if the party hired a shop with more than one skilled employee, they could cut the time down considerably (25 person/days can mean 25 days (one staff) 12.5 (two staff), 8.33 (3 staff), or 6.25 (4 staff).
Thanks for clarifying.
That is a valid point and one I did not consider unfortunately there is only one smithy in the town, it that is not to say there isn’t an apprentice in the wings.