Clemcon said: Julian .. I really like the unchained system .. I think it offers a way to craft everything and clears up a lot of confusion. Would you be willing to write a couple examples taking a player though crafting a couple items with unchained craft that i might use in the forums? You can post it under the Downtime Rules Page. O-KAY, finally home, let's do this. We'll take the same items and compare, My math might not be 100% but I'll give my best. We'll give the same conditions and see how it goes. Chainmail - Medium armor, metal, +6 AC bonus, 150 gp price tag Standard craft: item's price in silver pieces: 1500 *whistle* item's DC: 16 1/3 of the item's price for the raw material cost: 50 gp craft cost Craft check: 20 (success), multiply by DC, 320, that was one week of work, second craft check: 25 (success), multiply by DC and add previous scores: 400+320=720. Third craft check: 30 (success), multiply by DC and keep going, 480+720=1200, craft check: 25 (success), again it goes.. 400+1200=1600. The total score now went above the price in sp, which means the item is done. Time to make: 4 weeks, as each craft check means a week of work (or 4 days if you want to be generous). Despite such high rolls, the item is not masterwork until you intentionally make it so. TLDR: chainmail was made in 4 weeks (or days) with a 20,25,30 and 25 craft checks, and it cost 50 gp to craft Unchained craft: Item DC: 15 (medium armor), progress per day: 2 gp Raw materials cost: 37.5 gp (1/4 of the price) Craft checks: 20, which is above the DC by 5, meaning the progress is doubled for a 4 gp on day 1, 25, which defeats the dc by an even greater five for x3 progress, so 6 gp and a total of 10 on day 2, 30, a x4 progress, for 8, totaling 18 on day 3. 25 on day 4, add 6 gold to progress for 24. Well, this is going let's speed this up... day 5, 31, 32 gp, day 6, 30, 40 gp, day 7, 32, 48 gp, day 8, 21, 42 gp, day 9, 17, 44 gp, day 10, 35, 54 gp. At this rate, on an assumed 25 check per day for one with a +15, taking 10, it takes 150/6 days, aka 25, compared to the regular 4 weeks, meaning 28 days. There are SMALL differences which seem to enable the process, and at the same time the process still brings out profanities. You could turn the original to work on days and not weeks and it might be quite nice (we were doing it for a guy with a +15, so 4 days to make armor is acceptable for a guy who's almost a master). The unchained system still needs to pick up some speed, but there might be some things to salvage from it, like item complexity. I'll look for some other craft rules to see if we can make it fun. Edit: I struggled to find some alternate craft rules, and turns out they were on the skill page all along. By the alternate craft rules you'll find lower on the page, the time slots are cut down significantly, and if we steal the complexity from the unchained craft rules, we seem to have a system. So let's try this again... Making craft work: Chainmail is of a moderate complexity, meaning two days and a DC 14 craft check. This is quite straight-forward. Two days pass, and you make one craft check, the first was a 25, this goes above the dc by 10, meaning the time slot is quartered, to a mere 4 hours of work, as there are 8 hours you can work each day. So our master is truly a master. Your armor is done not in 25 days, but 4 hours. We might want to try those out, taking some of the complexity from unchained.