<DIV> I've used a slight modification of combat rules to address things like this. Failure would destroy some materials. Simple success would grant 0 Work Points. Moderate would grant 1 Work Point. Each extra level of success would double the number of WP up to 8 at impossible. Difficult tasks would subtract points from this award. (When I say difficult, I mean like adding an extra point of fatigue to a weapon, not making a thousand arrows; that would be involved, but not difficult).</DIV>
<DIV> More fitting to specific skill is to allow 1 for moderate, 1+EL/20 to difficult, 2+EL/20 to very difficult, and 4+EL/10 for impossible.</DIV>
<DIV> These "Work points" are then applied to the task. When using this, I replace all instances of "Days" with Work Points. <FONT color=#b9b9b9>For arrows, I ussually reduce this to 1/2 WP.</FONT> A common fletcher (EL 20) would be able to average about an arrow every 1-2 days, wasting a little money to destroyed material. If rushed, and if lucky, he could finish 8 (or 6) arrows in one day. An EL 80 fletcher can easily finish 2 (or 5) arrows every day, and if rushed and lucky could finish 8 (or 12) with an impossible. The 8 point limit makes sense with a fletcher, because some steps can not be sped up. The EL 80 could also try to make BETTER arrows, by sacrificing 1-3 (1-4) WP per day. </DIV>
<DIV> Also, if the craftsman is only trying to work on one standard piece, they can pace themself. They would assign a WP level to test for (Either moderate or difficult only), and roll against 1 level easier. If they pass, they get the number of WP they attempted, if they fail, they gain 0. This actually becomes a factor when trying to modify equipment to be better. (-2 WP per day for +1 FV is -2 WP on a day 0 is scored).</DIV>
<DIV> I've worked out systems of WP and open-ended testing for many skills, if anybody is interested.For hunting, I've found it works quite well at both rewarding good hunters, and detering people from hunting unskilled.<BR><BR><B><I>Alex Koponen <akoponen@MOSQUITONET.COM></I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #1010ff 2px solid">The skill Fletcher states that the time to make an arrow is one day.<BR>Similarly Bowyer has specific times to make specific bows, Armorer has<BR>specific times to make particular AVs of armor, et cetera.<BR><BR>Frankly I think that an EL80 fletcher would be a lot more likely to make a<BR>good arrow AND a lot faster at making it than an EL1 fletcher.<BR><BR>Further, even the same skill fletcher may take X amount of time to make<BR>one arrow, but a lot less than X amount of time per arrow when making a<BR>large batch of arrows. Particularly if he has specialized equipment that<BR>takes preparation and little more preparation for 100 than for 1 (example:<BR>making a pot of glue to glue fletchings on).<BR><BR>Should there be a success roll involved?<BR>What happens with a partial success? With a failure?<BR>Presumably if it is to be enchanted the roll must be a success.<BR><BR>Sh
ould the
time be variable?<BR>If so, what are the variables?<BR>How much time for what bonus to the roll?<BR>What negative to the roll for going faster?<BR>What modifiers for equipment? For batch processing?<BR><BR></BLOCKQUOTE>