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filler@godaddy.com
Signed in as:
filler@godaddy.com
Crafting Difficulty Class
Each crafting project begins at Base DC 10.
The crafter then:
Adds difficulty factors (Complexity, Quality Goal, Stability, Enchantments)
Subtracts mitigating factors (Work Time, Skill, Materials, Assistants)
Crafting DCs use simple stepped modifiers to remain readable and adjustable.
Crafting DC Table
Category
Tier
DC Modifier
Notes
Complexity
Trivial
+0
Simple item, common design
Basic
+2
Few steps, known techniques
Standard
+4
Multiple steps or precision required
Complex
+6
Many parts, tight tolerances
Masterwork
+8
Exceptional craftsmanship
Experimental
+10
Unstable or unproven design
Quality Goal
Rough
+0
Functional but crude
Serviceable
+2
Typical everyday quality
Fine
+4
Well-crafted
Superior
+6
Exceptional quality
Masterwork
+8
Near-flawless
Legendary
+10
Renowned or historic quality
Stability Level
Stable
+0
Forgiving, durable
Sensitive
+2
Requires care
Fragile
+4
Susceptible to flaws
Volatile
+6
Dangerous if mishandled
Unstable
+8
High failure risk
Catastrophic
+10
Failure causes damage or loss
Enchantments
None
+0
Mundane item
Minor
+4
Simple magical effect
Moderate
+6
Persistent enchantment
Major
+8
Powerful or layered magic
Legendary
+10
Artifact-level
Work Time
Rushed
–0
Cutting corners
Standard
–2
Normal schedule
Extended
–4
Careful pacing
Long-Term
–6
Weeks of work
Master’s Pace
–8
Months of refinement
Generational
–10
Years or legacy project
Skill Level
Untrained
–0
Improvised effort
Novice
–2
Basic training
Proficient
–4
Professional competence
Expert
–6
Veteran craftsperson
Master
–8 to –10
Renowned artisan
Material Tier
Poor
–0
Flawed or low-grade
Common
–2
Standard materials
Quality
–4
Refined or rare
Superior
–6
Exceptional
Exotic
–8
Difficult to work
Mythic
–10
Unique or legendary
Assistants
None
–0
Solo work
1–2 Trained
–2
Relevant skills
Workshop Team
–4
Coordinated labor
Master-Led Crew
–6 to –10
All share failure risk
Final Crafting DC Formula
Crafting DC =
10 + Complexity + Quality Goal + Stability + Enchantments – Work Time – Skill – Materials – Assistants
Most mundane crafting should fall between DC 12–22.
Masterwork or enchanted items commonly reach DC 25–35.
Failure and Complications
On a failed Crafting Check, the GM applies consequences based on margin of failure.
Failure Margin
Result
Fail by 1–4
Flawed result, wasted time
Fail by 5–9
Material loss, reduced quality
Fail by 10+
Item ruined, injury, instability
Critical Failure
Dangerous malfunction or lasting defect
Stability and Enchantment modifiers should strongly influence failure outcomes.