Hi, folks! I hoped I could bounce an idea from the Art section off you all, that I don't have the time or brainpower to spare, playtesting myself. It's a sidebar about using the Craft skill to create forged or fraudulent items for sale -- something I figured Paridon sees a lot of -- but I'm not sure if the number-crunching is balanced or otherwise makes sense (especially the modifiers). Take a look, and tell me if it's too screwy as-is:
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Art Forgery: A New Application of the Craft Skill
The PHB Forgery skill is concerned exclusively with
written documents, from duplicate signatures to the scribing of fake text into full-length books. To create forged versions of items that are normally fabricated via the Craft skill (including artificially-aged books or pages to which false writings can be added with the Forgery skill), the forger must have at least 3 ranks in the appropriate type of Craft.
To Craft a forgery, determine the finished item’s
genuine sale price (how much it’s truly worth) and the DC necessary to create it. Pay one-third of the item’s actual price for raw materials. Note that you can deliberately Craft a
worthless item, then increase its apparent value until it looks salable; raw materials for such items cost a nominal 1 cp per pound of the finished item's weight.
To increase the apparent value of the item beyond its actual worth, you then add a “forgery bonus” to the DC of your Craft check, which can be anything from +1 to the number of ranks you have in the Craft skill. For example, if you have 10 ranks in Craft (jewelry), you may add a +1 to +10 “forgery bonus” to your check’s DC, to make a piece of jewelry that looks more expensive than it really is. Roll your Craft check against this adjusted DC, after applying other modifiers relevant to Craft checks.
If your check succeeds, multiply your result by the DC
minus its forgery bonus. This represents real value added to the item under construction, and counts toward the item’s completion. Next, multiply your successful check result
by the forgery bonus. This is the number of coins’
apparent value which has been added to the item, in addition to its real worth. The type of coin is the forger’s choice:
-- A
simple forgery increases the item’s apparent value in silver pieces (or copper, if progress at crafting the item is being tracked by the day).
-- A
risky forgery increases the item’s apparent value in gold pieces (or silver by the day)
-- A
daring forgery increases the item’s apparent value in platinum pieces (or gold by the day)
If a forger desires, an entire work-period may be devoted solely to making the item appear more valuable. To do this, use the same DC for the Craft check, but success increases only the item's
apparent value (check result X forgery bonus in coins), not its actual value. Such work does not count toward an item's completion.
To determine if the finished forgery passes inspection at its time of sale, the potential buyer makes an Appraise check against the forger’s Craft check. Like a Forgery check to create a document, this Craft check is rolled secretly by the DM. The following modifiers apply to the buyer’s Appraise check:
Simple forgery +0
Risky forgery +5
Daring forgery +10
Alleged style or maker unknown to buyer -2
Alleged style or maker somewhat known to buyer +0
Alleged style or maker well-known to buyer +2
Item accompanied by convincingly-forged documentation -2
Forged documentation suspected by buyer +4
Forged documentation conclusively identified as false +8
Seller believes item is genuine or succeeds on a Bluff check -2
Seller's Bluff check against buyer fails +6
If the Appraise check beats the forger’s Craft check
and the usual DC to Appraise an item of its sort (e.g. DC 12 for common items), the buyer is not deceived and realizes the item's actual worth. If the Craft check beats the Appraise check, the buyer instead believes its value to be its
apparent worth, as the forger intended. If the Appraise check beats the Craft check, but
not the standard DC to appraise an item, the buyer either estimates its value (common items) or cannot make a guess (see PHB description of the Appraise skill).
Convincing a potential buyer that an item has value for purely historical and/or cultural reasons, rather than its composition or design ("This
chaise-lounge once graced the study of Count Strahd I, himself!"), is adjudicated using Bluff and Sense Motive checks.
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I'm pleased with the basic concept: hopefully, it'll make it feasible to fake items or pass off cheap junk as salable, but
not so easy to pull off that
everybody would do it. But I'm not sure about the modifiers involved: Too high? Too low? Should the apparent value increase faster or slower than what I've set it at?
For that matter, has some other game-product already worked all this garbage out, and I've been wasting my time? Please, opinions and advice are welcome.
