This is arguably a prettier picture than “magic just doing the thing very fast” ... But I think the fact that you get a benefit from just having seen a picture or having an AC suggests (to me at least) it’s not the process, it’s the final outcome that you need to know. Under this interpretation, the benefit from having the skill is that you have seen more examples of the thing and can recall more details, so you are somehow better connected to the simile.
In fact I’d rule you can change a pile of iron ingots into horseshoes, because iron can be in the state of being an ingot and in the state of being a horseshoe. So (in my mind) rego craft magic is more like “make a tree blossom out of season” rather than The Unseen Porter.
I agree, though I’d like to square that with the rule that one needs to know a formula to make something like a theriac. Similarly, I’d also prefer if there was a good explanation for why you can’t just grab a bit of special steel, gunpowder, clear glass, etc., and make it yourself without ever having been near the people who know the secrets of how to make it.
And though the idea of the Verditius Maga sensing the “disturbance in the force .. of rego craft” is cool/funny, being entirely removed from newly invented process improvements (muto-based or other) feels like it should prevent you from getting an advantage. In particular if you unknowingly come across the resulting object which might be outwardly (or completely) identical to the result of the conventional process.
So, here is my attempt to give a RAW consistent account of what is available to be made with rego craft and why (I couldn’t sleep last night..). I feel like I need two things:
- I want rego craft to work for common applications without the magus knowing too much detail about raw materials, processes, and products.
- I don't want it to work for somewhat secret or (locally) unknown processes.
To achieve this, my approach is to answer the open question of which mundane craftsmen define the potential and limits of rego craft in a particular way, and also interpret the limitations already given in a particular way.
I'd say:
- widely known processes and products are accessible if you have seen enough similar examples of the products and if you are similar enough to the people who know the processes (to some degree).
- the rule that you need to be able to imagine the product (HoH:S p.62) means you need to know what it is (to some degree), not just what it looks like.
What does that mean in practice? For example
- you can make steel of the kind being used in the area or with the crafting ability you are familiar (enough) with, without knowing anything about say the right carbon content and the microstructure of the material.
- If you want to make Damascus steel, you do need to know something about the process (i.e. know the formula). Just having a sample or an AC is not enough, because you cannot imagine actual Damascus steel when you’re only thinking of "steel that is somehow better".
The in-game justification for this is based on expanding the concept of the simile and the realm of forms a bit. The box on HoH:S p62 says:
The pattern underlying the range of variance in the shape, color, and structure of a class of objects is called the “simile” of that class of objects. The simile differs from the form. The form of an apple allows a magus to make an idealized apple. The simile of apples allows a magus to make apples that look natural, and vary from the ideal within the natural range. The more familiar a character is with an object’s simile, the easier it is to recreate the object convincingly.
I picture a "simile of similes" that contains every possible intermediate between the raw materials and the final product. At every step of a crafting process, the piece of work is similar to what it was a moment before, e.g. it changes only one hammer strike at a time. There is an infinity of possible hammer strikes and each strike can be subdivided infinitely, so there are infinitely many overlapping similes.
What you do with Finesse is to jump from one point in this Realm of Similes to the next; to chart a path from raw material to the product. (The realm is an infinite dimensional space of which the Realm of Forms is only a tiny subset, a hyperplane if you will. Hermetic magi might think of infinite stacked regiones on top of the realm of forms.)
It’s harder to navigate to where you want to go in the Realm of Similes (The Simile Magnum? Simile Mundus?) if you have to make big jumps and know little about the route (i.e. the crafting process) or know only of directions that lead to winding routes (that correspond to inefficient processes).
It is easier if your target is a big “cloud” of similar products that you know and have seen many times. In that case even a half-blind magus can stay on the broad path leading from the raw materials to the products (no or low familiarity with the process, as you prefer for your saga). The simile in his mind is similar to that of people like him, at least in the vicinity of this well traveled path and his magic can follow these metaphysical grooves.
But there are many ways to craft a shoddy product, and only few to craft a good one, so their similes differ in “size” dramatically. It's hard to end up close to the good products.
There are also infinitely more ways to arrange materials senselessly than usefully; each step in a crafting process can go wrong in infinite ways. This is why failed rego craft magic ends up with an unusable mess.
Creo on the other hand allows you to go directly to the “thin golden membrane” in the space of the Realm of Similes that corresponds to the realm of forms (the hyperplane). This might give you a helpful landmark to try and find again with rego (using something you creo’d as a model, if you want to allow that in your saga).
If your target is too vague, like "steel that is somehow better", you have no hope of finding it in the vast expanse of the Realm of Similes.
Even if you know exactly where you want to go and have seen quite a number of examples, e.g. you bought heaps of clear Venetian class and you know what it's made of and what raw materials go into it, it still requires hard, real-world knowledge and experimentation to find the path (i.e. the formula).
It's in some sense the "specificity" of the set of few people who know the secret process from here to there that makes it impossible for rego craft magic to make the jump from your simile to theirs in order to use their path, as it is in some sense an infinitely small target in the sea of similar people without the secret knowledge.
With muto you can carve entirely new and surprising shortcuts. Some are like combining existing and well travelled pathways (marble to clay) in impossible ways, others are more like the secret pathways of advanced technologies few people like you know about (large scale aquam cement brutalism), so they require knowing a formula as well.