Crafting items is one of those things that just hasn't worked correctly according to the rules, since the advent of the d20 system. Easy crafting tasks, that in game should take a day or two could stretch on for weeks or months of in game time and hard tasks, well, some of them could be completed in a week. Don't even talk to me about crafting plate armor. Who want's to take nearly half a year away from their adventuring to craft some plate? Finally, Spes Magna Games have come along an introduced sane rules for crafting, making us all feel a lot better about making armor, shiny things and alchemical inventions.
What was wrong with crafting? To quote Making Craft Work, "Erlic wants to Craft a one-pound silver ball. His brother Rynook wants to Craft a one-pound gold ball. A one-pound ball of silver is worth one tenth as much as a pound of gold. Even though Erlic and Rynook work on pretty much the same project -- melting metal and pouring it into a mold -- Rynook must spend much longer on his one-pound ball simply because it's made of gold." So the same task, which should take the same amount of time, takes longer simply because of the cost of the material.
Mark L. Chance has come up with a sane system for crafting items based not on cost but difficulty, which simply works much better within the gaming framework. Sure, in real life it may take half a year (or longer) to put together a nice, fitted bit of plate armor. But in game time, who wants to postpone an adventure for that long? Chance's system reduces the time for crafting plate from 28 weeks or so, to one week. Realistic? No, but then neither are dragons or spell chucking. Works well within the frame of the game? Absolutely.
I'd highly recommend this document to any GMs and players who like to craft in game and are looking for a sane and usable system of crafting.
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