tag:blogger.com,1999:blog-4520712015535408773.post4172684396412753728..comments2024-03-28T03:35:18.771-07:00Comments on Let's GURPS: Crafting: Simplified Crafting SystemPseudonymhttp://www.blogger.com/profile/03985169732528456457noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4520712015535408773.post-83543265159463018912016-07-28T06:58:33.355-07:002016-07-28T06:58:33.355-07:00I'd have to dig up my notes (if I've still...I'd have to dig up my notes (if I've still got them!). I think it was in the realm of 10-20%, however, depending. I've been meaning to do a "big list of references" post for a while, so if that ever goes live it might show there, too.MEhttps://www.blogger.com/profile/08086901374821838288noreply@blogger.comtag:blogger.com,1999:blog-4520712015535408773.post-51194383156134471302016-07-27T12:21:09.457-07:002016-07-27T12:21:09.457-07:00That way could also work, but for me, the most int...That way could also work, but for me, the most interesting metric I was looking for was time to create something. I think your concept comes close to my thoughts that trying to create an item with a positive modifier would require a negative modifier, just putting the spin in a positive direction: Instead of needing tremendous skill to overcome a negative penalty, you either need enough skill to be allowed to make a fine item on the regular, or get a critical success. 6 in one hand, half a dozen in the other.<br /><br />Though I'm feeling my penalties might be slightly light using the speed/range table, maybe they need a 1.5x or 2x multiplier as well.Pseudonymhttps://www.blogger.com/profile/03985169732528456457noreply@blogger.comtag:blogger.com,1999:blog-4520712015535408773.post-52645434456423463452016-07-27T12:14:56.762-07:002016-07-27T12:14:56.762-07:00That's an interesting thought. Do you have a b...That's an interesting thought. Do you have a ballpark ratio that might be more appropriate? 40% is labor right now, would maybe a 20% be better? It kinda matches what is in the book, and while requiring more expensive raw materials, would mean crafting time would be cut nearly in half as well.Pseudonymhttps://www.blogger.com/profile/03985169732528456457noreply@blogger.comtag:blogger.com,1999:blog-4520712015535408773.post-41342264575828846332016-07-27T11:36:24.338-07:002016-07-27T11:36:24.338-07:00From my readings into pre-modern logistics, for th...From my readings into pre-modern logistics, for the kinds of eras Fantasy tries to root itself in, labor is the *minority* cost. Most of it is materials, which is why things like spears are common battlefield weapons, and why farm tools were cheaper to repair at the smith than rebuy (and why they largely didn't feature iron parts unless required). And why iron ploughs are not one-per-farmstead.MEhttps://www.blogger.com/profile/08086901374821838288noreply@blogger.comtag:blogger.com,1999:blog-4520712015535408773.post-18022018859010905772016-07-27T04:33:34.235-07:002016-07-27T04:33:34.235-07:00I looked at quality as being a function of high sk...I looked at quality as being a function of high skill; fine items are produced at skill 20 and very fine at 25, with an increased pay rate for skill level-double and triple, with the possibility of an item being made one quality level higher on a critical success.Gwythainthttps://www.blogger.com/profile/05184355400691527355noreply@blogger.com