So I have one issue I am struggling with and wanted advice for balance since my group loves rp and hate how dumb artisan tools are in the game...
So what i have so far is using a modifier of the DMs choice combined with proficiency of said tools multiplies to decide the worth of said created item. So using painting as an example and lets say you have 20 charisma and the dm lets you use it while being prof in painters supplies at level 1.
5+2=7x?=GP
I also plan for 4 types of role effects critical fail ruins the project beyond salvage, fail lowers the multiplier by 1, success does nothing but succeed, and critical success would add 1 to the multiplier which would mean bigger and harder projects would have higher chances of both messing up or being worth even more due to more rolls against the DC.
The DC I am thinking would be made for every 2 hours of work put in? Since a short rest is min 1 hour and a long rest gives you 2 hours to do small activities like painting. I know after looking online painting a painting can take roughly 8-25 hours it seems.
So that is what i have settled on for sure, now the things i am needing help with DC/Times pent/Multiplier
So I need to figure out how much time will be needed with each DC and what multiplier would work for said thing to balance it... I want people to get rewarded for making the worlds greatest master piece obviously while not handing it to them. I have been using painting in our world as an example because it helps me get a grasp of time spent working and profit. I am thinking DC5 will be a short rest and be worth nothing but good for say a blacksmith making simple things like a lockpick, a wedge, nail, ect. I want to make it something to reward the rp side of it like the painter painting the ruins while the part recovers to sell to some nobles who will never see it in person or the woodworker making an engraved bow as a gift for the king in their first meeting to win favor kinds of deal. I also would like for them to make enough profit to freely buy more tools in town basically crafting consuming their craft tools in their inventory flavored as them needing to repair tools and buy supplies.
Any help for a simple but fun system would be great thanks!
So I have one issue I am struggling with and wanted advice for balance since my group loves rp and hate how dumb artisan tools are in the game...
So what i have so far is using a modifier of the DMs choice combined with proficiency of said tools multiplies to decide the worth of said created item. So using painting as an example and lets say you have 20 charisma and the dm lets you use it while being prof in painters supplies at level 1.
5+2=7x?=GP
I also plan for 4 types of role effects critical fail ruins the project beyond salvage, fail lowers the multiplier by 1, success does nothing but succeed, and critical success would add 1 to the multiplier which would mean bigger and harder projects would have higher chances of both messing up or being worth even more due to more rolls against the DC.
The DC I am thinking would be made for every 2 hours of work put in? Since a short rest is min 1 hour and a long rest gives you 2 hours to do small activities like painting. I know after looking online painting a painting can take roughly 8-25 hours it seems.
So that is what i have settled on for sure, now the things i am needing help with DC/Times pent/Multiplier
So I need to figure out how much time will be needed with each DC and what multiplier would work for said thing to balance it... I want people to get rewarded for making the worlds greatest master piece obviously while not handing it to them. I have been using painting in our world as an example because it helps me get a grasp of time spent working and profit. I am thinking DC5 will be a short rest and be worth nothing but good for say a blacksmith making simple things like a lockpick, a wedge, nail, ect. I want to make it something to reward the rp side of it like the painter painting the ruins while the part recovers to sell to some nobles who will never see it in person or the woodworker making an engraved bow as a gift for the king in their first meeting to win favor kinds of deal. I also would like for them to make enough profit to freely buy more tools in town basically crafting consuming their craft tools in their inventory flavored as them needing to repair tools and buy supplies.
Any help for a simple but fun system would be great thanks!