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    • Ttrpg Core Rules
      • Skill Engine
      • Vigor and Morale
      • Encumbrance
    • Combat
      • Combat Framework
      • Combat Maneuvers
      • Reaction Maneuvers
    • Damage Tables
      • Conditions
      • Damage Tables
      • Blunt Damage Tables
      • Cutting Damage Tables
      • Piercing Damage Tables
      • Crushing Damage Tables
      • Fire Damage Tables
      • Cold Damage Tables
      • Electric Damage Tables
      • Acid Damage Tables
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      • Madness
      • Diseases and Illness
    • Downtime
      • Downtime
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      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
    • Compendiums
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      • Character Creation
      • Universal Races
      • Beloran Races
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    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • GM’s guide
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
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Crafting

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.

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