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No, I'm arguing the line in the Feat is ambiguous. As I've said many times. I've just been trying to get you to admit you have to make an inference that leads to something so restrictive it belittles two feats and would cripple any PC to take them.

My argument has grounds that the prerequisite of Master Craftsman says ANY craft or profession. Under your interpretation, this means every craft and profession can be used to make some item.

What items are applicable to profession (midwife, merchant, baker, cook, gambler, gardener, courtesan, farmer, shepherd)? I'm sure you can abstractly come up with a couple items for each one, but it'll be a stretch and how does a couple items justify two feats. It's ludicrous.


ciretose wrote:
You can create everything that the skill you put points in makes you eligible for.

Craft (weapons) doesn't help you with craft wondrous items. So you have all the prerequisites for a feat but the feat does absolutely nothing.


You're right. It makes perfect sense. The developers intended for non crafters to have to take 2 feats for a chance to only upgrade your sword. Seems legit. Two feats to function as worse than one alone is what I look for in a feat. When I take Power Attack and Cleave, I just play like cleave doesn't work and power attack only gives me a +1 to damage for every -1 to hit with my Greatsword.

And now that I have all the prerequisites to take craft wondrous items too, I can take it... Oh but wait. I can only make weapons and this feat doesn't help me now. I wish the developers didn't create a feat that I could take for absolutely no benefit.

Do you really think the people that created an entire gaming system based around fantasy tropes do not know about all of the fantasy tropes you argued for? Do you think they would make something as restrictive as your interpretation in an attempt to introduce these concepts?


You must use the chosen skill for the check to create the item.

It does not say that you must use your chosen skill for the check to make the check, unless the skill required is not your chosen skill.


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You are not ignoring a rule. You have another rule, the feat, that is superseding the original rule. Without the feat, you cannot get around this rule.

Why is this even a big deal? This is what you wanted for non casters and are attempting to devise new feats or a new system to replace it.

Is it really that you just need accreditation and a need to create something new?


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Just drop the assumption that you require the specific skill listed to match your chosen skill and you'll notice you don't have to infer anything. The mechanics work how the words are literally stated. If they needed to match up, it would literally tell you, instead of a line that says you must use the chosen skill for the check to create the item.

Does it seem like its wrong? Doesn't matter because the feat literally tells you this is what you do.

If I said solve 4+3x2 and told you that you must do addition first, it would seem wrong. Order of operations says multiply first and you would get 10. Instead I told you to do addition first so you get 14.

The item: weapon +1

The check to create: DC 8 Spellcraft or Craft (weapon)

Chosen skill: profession (midwife)

You must use profession (midwife) for the DC 8 Spellcraft or Craft (weapon) check to make a weapon +1. Sounds wrong. Doesn't matter because the feat told you to do it this way.

Maybe aiding in the birthing of so many children taught you the magic of life and birth. You apply this magic to make magic items.


ciretose wrote:
As to why each item doesn't have a skill listed, because the only time a skill comes into play is with master craftsman and that would add ridiculous word count if included on every single item you could craft.

The skill comes into play with casters who don't need master craftsman. They don't have to use Spellcraft to make items if they don't want to. The option is there for casters to use a craft or profession.


Because using your interpretation does not work for the other half of the feat.

I've already broken the text down, literally. Not using inference like you. I even took the time to break down the specific sentence that's causing you such trouble.


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Ohhhhhh GM discretion now. So why didn't they list skills in each item entry? So why can't there be GM discretion on making magic arms and armor? A blacksmith can make a sword, armor, or a shield. They've done so through out history and in myth and legend. Much like all those tropes you liked mentioning for your argument. Seems like you're just being arbitrary now. We can GM fiat one way but not the other.


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ciretose wrote:
Khrysaor wrote:
ciretose wrote:
They are listed for all magic arms and armors, correct?
And another bail of straw men to the fire.
Uh oh...that isn't a no...so there are specific skills listed for those things, aren't there.

When are you going to find any craft or profession skill requirement listed to validate the master craftsman feat. By your own interpretation, non casters still can't make wondrous items, but the Master Craftsman feat clearly states that they can.

I've already provided a solid analysis and application of the rules that show how the Master Craftsman feat works with both craft magic arms and armor. You keep clinging to that burning strawman because you can't find anything to validate the use of CWI with your interpretation.

If you can't make the rules work according to your interpretation, it usually means your interpretation is wrong. Generally people are willing to see things from another angle to see if they got it right or wrong. I looked at it from your angle and CWI will not work. You refuse to see things from any other perspective.


ciretose wrote:
They are listed for all magic arms and armors, correct?

And another bail of straw men to the fire.


ciretose wrote:
Except the specific skills are listed for the items...

Seriously man....

Find me a listed craft or profession skill requirement for a headband of vast intelligence, a belt of giant strength, a tome of clear thought, or any wondrous item.

Your strawman has been on fire for a long time, you just can't smell the smoke.


ciretose wrote:

Except specific items have specific checks, as listed under item creation.

So if you don't have the required check...

Let's try defining the variables with examples and apply it to the sentence.

PRD from the Master Craftsman feat wrote:
You must use (1)the chosen skill for (2)the check to create (3)the item.

The item: Weapon +1

Check to create: DC 8 Spellcraft or Craft (Weapon)

The chosen skill: Profession (Merchant)

You must use Profession (merchant) for the DC 8 Spellcraft or Craft (weapon) check to create a weapon +1.

Rinse and repeat with any variable, but you will always use your chosen skill to make whatever.

I get that you think you should have to apply your skill in some appropriate fashion for the feel to be right, but the intent is to allow non casters to craft. Not to let them craft a few things, thus making 2 feats feel like a trait.


ciretose wrote:
Wouldn't it be a greater inference to assume a special exemption to the rule?

It literally says "you must use the chosen skill for the check to make the item".

PRD from the Master Craftsman feat wrote:
You must use the chosen skill for the check to create the item.

It is not an inference when something literally tells you thats how it works.

To make a magic item you must make a skill check. It could be Spellcraft, it could be a profession check, it could be a craft check. It doesn't matter what the check is because they are all checks to create the item.

Master Craftsman specifically states that, for the skill check, you must use your chosen skill. This is literal.

It does not say that the skill you chose for Master Craftsman must match the skill required for the manufacture of the mundane item. This is an inference.

If I say use your Dex for your attack rolls it means use your Dex for your attack rolls. It does not mean attack rolls are normally done with Str so I must use my Str and using Dex is an inference.

The disconnect I think you guys are having is 'for the check to create the item'. You are creating a magic item, not a mundane item.


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ciretose wrote:

I think what Ilja is saying is that unlike the Wizard who is imbuing an item via spellcraft, the master craftsman is using a skill to create an item.

Therefore, unlike the wizard, they actually have to create the item.

This is your inference only. Nothing in the feats say you have to craft any of the mundane items to be enchanted.

ciretose wrote:

Again lets look at the feat, piece by piece.

"Master Craftsman
Your superior crafting skills allow you to create simple magic items."

Straightforward, you craft/create simple magic items

Fluff is not mechanics nor any dictation of what has to be done. It is fluff that gives flavor and nothing more.

ciretose wrote:

"Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. "

Note the 'one' part. You choose one. I suppose they could have said it must be the one you have 5 ranks in, but it seems so obvious they probably were saving the word count. Because, you know, it is obviously the intent.

You completely didn't read the entire sentence. The rest of the sentence says its a skill you possess at least 5 ranks in. They literally stated the line you said they didn't, to save on word count.

ciretose wrote:

"You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats."

So in the one skill you chose, you can count the ranks (not the points, the ranks) as your caster level for the purpose of qualifying for the feats listed. You get a +2 bonus, but those are points, not ranks.

Skill points are the precursor to skill ranks. You spend skill points in a skill that give you ranks. Your ranks cannot exceed your character level. The term you are looking for is skill modifier. When you total up all the bonuses like class, stat, items, and your ranks, you find a number that is your skill modifier.

PRD wrote:

Intelligence (Int)

Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.

You apply your character's Intelligence modifier to:

The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
The number of skill points gained each level, though your character always gets at least 1 skill point per level.
Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.

ciretose wrote:

"You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item."

You can now use the feats, with your ranks (again not the points) substituting for your total caster level. But you can only use the one skill you chose. If that skill is not a skill listed under the item/weapon/etc...you can't. There is no "Special" exception written into the feat. All rules still apply. If your skill or profession isn't listed as being used for it, you can't do it.

The bold section is you making an inference. The line says "you must use the chosen skill

for the check to create the item.

This means that if the check to create the item is a DC 15 Spellcraft check, you must use your chosen skill for the check to create the item.

ciretose wrote:

"The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item."

This part is just saying you still need to meet all the requirements listed (like the correct skill), and all DC penalties still apply. Because all rules apply. The only change is allowing non-spellcasters to access the feat. Which they say....

The line specifically says the DC increases for any necessary spell requirements. This is all it says. There is no mention of necessary skills. This is another inference.

ciretose wrote:

"Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats."

...There. Presumably self explanatory, although there have been some creative readings...

The creativity in the readings is on you inferring judgement. You've been adding lines that do not exist because you think you have to craft the item being enchanted. Read the text and treat it literally.

The Master Craftsman feat does not let you make magic items. It lets you treat ranks in a skill as your effective caster level to qualify for craft magic arms and armor AND craft wondrous items.

It is the two magic item creation feats that are allowing you to imbue an item with magic and there is nothing that says you have to craft this item from scratch.


Ilja wrote:
Khrysaor wrote:
So reduce the need for feats only to implement the need for skill focus?

Reduce the hard _requirement_ of a feat, and let skill focus allow you to craft _easier_. See the difference?

Quote:
Youre not understanding what I mean by the developers balanced this. You're implementing rules that are conflicting with other rules forcing you to change more rules that will, again, conflict with more rules. You need to do mathematical analysis to see how it balances out vs. the necessity to take other things as a requirement.

And that is why we are discussing in this thread. Do you have an issue with this?

Quote:
No one needs skill focus to do much of anything in this game. Acrobatics to avoid AoO is one of the only examples I can think of. They are flavor feats to make you a pinnacle of your skill. You've just turned them into a tax.

So you're saying item creation feats are a tax? Because these allow you to craft at the same level as you would with an item creation feat - just that they're voluntary in that you can wait a bit and craft later, and then not have to take them.

You don't "need" skill focus to craft with this system. You need it to craft at 5th level if you don't have a good intelligence score. Much like you need skill focus (whatever) if you want to be excellent at it at level 5 and don't have a good ability score for that.

I just have a problem with your methods only. You don't use any quantitative analysis and just state opinion. Opinions are not analytical tools.

I don't care about you wanting to change rules and home brew. But sometimes home brew isn't needed once you analyze something properly.

Under the current rules making a +1, +2, +3, +4, +5 weapon/armor/shield is DC 8, 11, 14, 17, 20 respectively. A 5th level crafter with a 7 intelligence can have;

5 ranks + 3 class - 2 stat (+1 trait) = +6(7) Spellcraft. Take 10 and they're at 16(17).

A level 5 PC is capable of dumping intelligence to 7 and still make a +4 weapon/armor/shield, if not for the built in clause of 3x CL per +1 enhancement.

The biggest difference of caster and non caster is the need of 1 more feat for the non caster and the level at which non casters can start making magic items. Lv 7 for non casters.

Taking WBL into account, the caster will not have that great of an advantage by starting a few levels earlier.


ciretose wrote:
How is "you must use this skill to craft this item" unclear?

It isn't. The entire master craftsman feat is in reference to a skill that you are using as the prerequisite for the feat. The prerequisite states ANY craft or profession skill that you have 5 ranks in. So you choose the skill you have 5 ranks in and that skill is the 'chosen skill' and every reference to a skill in the feat.

It does not say the skill listed in the crafting rules. This is a feat that is more specific than the general rules of crafting. It is the feat that is superseding the other text.

ciretose wrote:
Further, how is "Skill Used in Creation" unclear as to that being the skill you use to create an item?

When you enhance a +1 weapon as a caster, you are 'creating' a +1 weapon. It does not say you must craft this item from scratch. This falls under the magic item creation rules.

Seriously, if you want to try to get technical, a profession skill does not let you craft anything. A profession skill is a skill that allows you to know how to run a business. It's your job. The only skill that has rules for making items, is the craft skill. So if you're allowed to qualify with a profession skill, how do you 'create' an item by your understanding?

ciretose wrote:
If under "Creating Magic Weapons" it said "Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons)." would that not be clear which skills are to be used for each thing?

Under the item creation rules, it does say what skills are required to make items. This is under the base, normal, conditions that apply. A caster can use a profession skill to make the craft check for wondrous items or even craft armor to create magic armor and shields.

When you apply the feat, the conditions are no longer normal but are modified by the feat.

You also need to understand that it's not the master craftsman feat that allows you to make magic items. The feat is allowing your ranks in a skill act as a caster level so you can qualify for the magic item creation feats. Craft magic arms and armor and craft wondrous items is what allows you to create magic items, much like it does for a caster.

*******
This is all intention by design and is the RAW. The designers wanted non casters to be able to make ALL wondrous items and ALL forms of weapons and armor as the casters can by taking one extra feat to qualify under the current rules for magic item creation feats.


Nope, I was just wrong. I thought you still had to roll to hit on a coup de grace to overcome things like deflection bonus or any bonus that you don't have to bring to bear like your dexterity. Or the luck of rolling a 1 and something unforeseen happening.

Didn't realize the ability was so ridiculous. If you get to focus so much that you auto hit and auto crit, only provoking an AoO seems like a minor penalty. At least should be foregoing your Dex or something.


Ilja wrote:
Khrysaor wrote:
Don't compare this to a wizard. Or any class that uses intelligence as a primary. They are a minority.

I took the wizard as one example because they've been mentioned a lot of times already - but your argument is fair.

Khrysaor wrote:


Lv. 5 Anything non intelligence primary.

5 ranks + 3 class + 1 stat(2 the most) + 2 tools (+1 trait) = 9(11)
Take 10 for 19(21)

Doesn't see like a level 5 will hit the DCs.

That's for someone who's invested less than item crafting requires normally. Since the proposal was without feats as a hard requirement, it's fair to say the to-be-craft took a feat to boost it's effectiveness.

Also, you forget hired assistance. Unless you're crafting in the middle of now-where, it should be no hard to hire 2-4 assistants. On average, two assistants will give a +2 bonus for the price of 2 sp/day (neglible). Four assistants for +4.
So it's more like, for a non-int-based class:
5 ranks +3 class +3 feat + 2 tools +2 aid another = +15 or take 10 for 25.

Quote:
Add skill focus(so now you've added more fear tax) increases the total while taking 10 to 22(24).

No, just adding in a voluntary boost to be able to craft at the same time others can.

Without the rules, for a caster it takes level 5 and a feat to craft, and for non-casters it takes level 7 and two feats.
With these rules, anyone can craft at level 5 with a feat (unless negative int) or at level 7 or so without the feat.

Quote:
You guys have to realize that the designers ran the numbers. They did tests to check for balance to make this aspect of the game fun and easy for everyone.

Well, apparently it isn't fun and easy for everyone. Hence this thread.

The devs ran the numbers on everything. Not everyone thinks the game is perfect as it is. This is because people have different opinions on how the game should run - hence houserules. That is a strength of the system, and how pathfinder came to be from the very start (the 3.5 crew also ran the numbers, but...

So reduce the need for feats only to implement the need for skill focus?

Youre not understanding what I mean by the developers balanced this. You're implementing rules that are conflicting with other rules forcing you to change more rules that will, again, conflict with more rules. You need to do mathematical analysis to see how it balances out vs. the necessity to take other things as a requirement. This is what I've been saying to all of you for a long while in several threads. This is the practical method of analysis in a game based on numbers.

No one needs skill focus to do much of anything in this game. Acrobatics to avoid AoO is one of the only examples I can think of. They are flavor feats to make you a pinnacle of your skill. You've just turned them into a tax.

So I can't include monsters from other games but you can include tropes that exist in myths and legends? How is this not hypocritical. Those myths and legends weren't governed by the pathfinder rule set.


Trogdar wrote:
Khrysaor wrote:
Trogdar wrote:

something I hadn't considered, but I am not certain if the knowledge effect is active unless your attuned, which would mean a lot of swapping time loss.

Again, it isn't a huge issue if minimum skill ranks is not something you can bypass.

You're right that it takes 24 hours for the bonus to be considered permanent so you get the skill points. But....

Take real ranks in the skill to make headbands of vast intelligence and whatever else those ranks provide. Set aside 4000gp to make two +2 headbands with the skills you need. When you finish with one that you need, you sell it and don the other one. In the time you are making another headband, the new one you put on will be attuned to you.

All this has done is increased time slightly. You could just change the amount of gp value crafted in a day from 1000gp to 500gp a day and not change any other mechanic. Halving the gp value crafted a day will probably cause a greater hindrance to crafting a lot of items than the many headbands method.

I don't like arguing with traits because this is the fault of the trait, but hedge magician will become even more valuable with your system as well. Perpetually selling headbands will net you 100gp per headband.

I don't disagree that this could happen, but it is a huge hassle. Nothing is going to get done outside of crafting if you are constantly attuning your gear back and forth. Its also no more broken than having one skill that governs all crafting simultaneously.

I don't see how the trait is any more effective on a mundane crafter than a magical one.

You can already craft while adventuring or in towns. It's not like crafting is so exclusive that you can't do anything else. It already functions within the game while doing everything else.

The trait works the same for all crafters. I never said it was exclusive to casters, I said it will result in an extra 100gp every time you make a new headband. This means that the trait itself gains even more power over other traits and would be closer to par with a feat.

As I said, all this does is add to the time of crafting. There are already ways of doing that without making changes to impact other areas of the game.


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Let me clarify for others exactly what it is you're claiming is broken.

shallowsoul wrote:

The overall system of Pathfinder is great but there are a few area's that I feel need some attention. Now we all know that there is no perfect system but you can sit down and go through the books and point out those flaws that do exist and work on fixing them.

Here are a few areas that I see a problem with.

1: Magic Item Creation system. Non casters don't get to do as much as casters.

2: Certain spells in the game such as Simulacrum. Lets a caster become a magic item factory.

3: Traits (Some are just too damn good). Hedge Magician makes money.

4: Ways some things are written so they are not clear in their intent. Master Craftsman is ambiguously written.

5: WBL. Crafters can exceed this guideline.

I know there are others so I will post more as I think of them. I am pushing for an improved game because overall, it is a fantastic product and I feel it has room to grow in terms of quality.

Now discuss, provide proofs, and come to a concise conclusion on how each of these are broken, or not broken. Apply proper methods to ensure practical evaluation.


drbuzzard wrote:
Mergy wrote:
In your opinion? I thought you had proof.
But you don't understand- his opinion is proof.

"I AM THE LAW!"


"Let's discuss the problems with the overall system and how it could be fixed"

This does belong in the suggestions/home brew. You are discussing something and suggesting ways to change it.

If you want to discuss the flaws of a system, the point of the discussion is to figure out what is considered to be a flaw in the system and not to make suggestions to fix it.

You also need to establish a practical method to evaluate the system and not just base it on opinions like, I think this, this, and this are bad or broken.


Except those times they call me on being a jerk... Bunch of jerks calling other people jerks. xP


magnuskn wrote:

Alright, I plead for the mods to comb every thread ever and move everything where someone dares to say something along of "I think X should be done like this" to the suggestion/homebrew forum.

I mean, let's be fair here and apply this standard equally to everything, right?

Or, maybe let people strew in some suggestions without forcibly moving their threads, when the main thrust of the thread is actually about something else.

Khrysaor wrote:
When a thread begins containing posts and a general atmosphere that should fall under a different forum, the moderators move them.

The main thrust is the general atmosphere. Someone daring to make a suggestion is not, 'posts', plural. But when other people begin giving more opinion on the suggestion, the original discussion is derailed and is now a discussion about a suggestion.

Magnuskn wrote:

Maybe the best would be to create a "Pathfinder System Discussion" sub-forum, so that people could have those theorycraft discussions without being mixed in with the homebrewn stuff, which is another type of topic entirely.

"Here is my homebrewn Swashbuckler class!" is just a completely different type of thread from the "These are the flaws of the magic item creation system" type and should not, IMO, be on the same forum.

The bold is exactly the purpose of the discussion forum. You discuss the rules. A mechanical breakdown of rules and how they interact with the game system is a discussion. As soon as you start suggesting things to resolve the flaws, you are making rules suggestions. If enough people decide to continue on your suggestion, the thread becomes a rules suggestion thread.

There is also a lot of community interaction on here and many, many threads. Moderators can't be expected to read every single post ever made. This is what the flagging system is designed for. When a thread gets derailed from its purpose, or if a thread changes to something that should exist under another forum, you can flag it to bring it to the attention of the moderators. Or for the various other reasons you get to choose from when flagging. Differing in opinion from someone else does not constitute derailing.


Trogdar wrote:

something I hadn't considered, but I am not certain if the knowledge effect is active unless your attuned, which would mean a lot of swapping time loss.

Again, it isn't a huge issue if minimum skill ranks is not something you can bypass.

You're right that it takes 24 hours for the bonus to be considered permanent so you get the skill points. But....

Take real ranks in the skill to make headbands of vast intelligence and whatever else those ranks provide. Set aside 4000gp to make two +2 headbands with the skills you need. When you finish with one that you need, you sell it and don the other one. In the time you are making another headband, the new one you put on will be attuned to you.

All this has done is increased time slightly. You could just change the amount of gp value crafted in a day from 1000gp to 500gp a day and not change any other mechanic. Halving the gp value crafted a day will probably cause a greater hindrance to crafting a lot of items than the many headbands method.

I don't like arguing with traits because this is the fault of the trait, but hedge magician will become even more valuable with your system as well. Perpetually selling headbands will net you 100gp per headband.


Paizo messageboards wrote:

Suggestions/House Rules/Homebrew Pathfinder RPG

Post your rules suggestions, house rules, variant classes, homebrew settings, etc. here.
Paizo messageboards wrote:

Pathfinder RPG General Discussion Pathfinder RPG

This forum is for general comments about the Pathfinder RPG and discussing the system with other gamers.

It tells you, explicitly, what each forum is used for under the section heading. When a thread begins containing posts and a general atmosphere that should fall under a different forum, the moderators move them.

If you were discussing the crafting rules in the discussion forums, you are strictly discussing the rules as they are now. Giving a breakdown of mechanics, talking about interaction with other rules, feats, skills, etc... When you start saying the rules are broken and should be like this, you're making a rules suggestion.

The discussion part should end when you come to a concise conclusion that something works, doesn't, or falls somewhere between the extremes. Then a new thread gets created in the suggestions forum, quoting the initial thread for reference, and you can formulate all you want. But you must formulate, ie. create or devise methodically. If there is no method, your results are ambiguous.

The formulation is the part where math usually gets involved, and rules application and integration. This ensures a balanced approach that covers the potential failings of a rule set.


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Ilja wrote:
Khrysaor wrote:


Currently, giving a weapon a +1 enhancement is a DC 8 for both, casters and non casters. Your proposal makes it near impossible for anyone using it to enchant weapons until they have some outrageous rank bonus.

30 may be a little high, but reliably being able to craft at DC25 at level 5 should be no issue for someone that actively wants to craft. 5+3 ranks/class +3 feat +2 mw tools +2-+4 assistants = +15-17 even without intelligence modifier.

That wizard with +6 intelligence by level 5 won't even need a feat. And it could make it by then even with the DC30 check (though I agree, 30 is a bit high).

Don't compare this to a wizard. Or any class that uses intelligence as a primary. They are a minority.

Lv. 5 Anything non intelligence primary.

5 ranks + 3 class + 1 stat(2 the most) + 2 tools (+1 trait) = 9(11)
Take 10 for 19(21)

Doesn't see like a level 5 will hit the DCs. Add skill focus(so now you've added more fear tax) increases the total while taking 10 to 22(24). Still can't hit that DC 25. Haven't even attempted using a modifier for accelerated crafting.

You guys have to realize that the designers ran the numbers. They did tests to check for balance to make this aspect of the game fun and easy for everyone. Non casters just need 1 feat more than non casters.

You said you wanted to make it easier for non casters, but you're making it harder for everyone.

Ilja wrote:
Khrysaor wrote:


So this has been about hating casters all along and not wanting them to make nice things.

This suggestion breaks spells, such as the noted dispel magic, and many other of the games current systems. You now have magic that isn't magic and an abjurist can't do anything about it. Why convolute a system that works into something that ruins more than it helps?

No, of course not. The caster can also learn to craft and in fact is no worse at doing so than the fighter (and quite a bit better if the caster is a wizard, magus or another int-based class).

But it's nice if there are some things that cannot be done with magic. I have no issues with magic being able to break the mundane laws of the world, but I do think it's nice if there are some things that can only be done the hard way.

And if someone spends like a year forging a sword, I see no issue making that sword a little different (maybe even a little better) than someone that makes a similar sword in a week.

And they don't "break spells". They just create a specific niche situation where a certain spell targeted in a certain way doesn't work. An abjurist may not be able to cast that specific spell. oh big deal if a single specialist of a single class gets slightly less effective. I mean, there are other spells you can use.

Saying that "breaks dispel magic" is like saying grimlocks having...

There's many aspects of the game you're not accounting for. And I said many spells, such as the noted dispel magic. What about anti magic field? That legendary beholder from other fantasy realms now has its most powerful ability nerfed. Or most of spells of the abjuration school.


Aratrok wrote:
If you really want to make items that do what magical items do non-magically they need to be more expensive than equivalent magical items, since they can't be suppressed by anti-magic fields or dispel magic, nor be destroyed by mage's disjunction.

This, this, and more this. Like I said in the other thread, this affects a lot more than just dispel magic and the abjurist. Abjuration spells are an entire school of magic that affect several classes.

Legendary items would be worth far more than magic items now. You can dispel the enchantments on an enemies weapons and have the barbarian sunder it as though it were mundane. This can't happen to legendary weapons.

You guys don't get that you're attempting to integrate an entirely new system without checking what it will impact. You're making every caster worse while attempting to make non casters better. Except your attempts are only making non casters worse than what the current system allows too.


Before I add to it, average damage on a die is usually listed at half max + 0.5.

Greatsword: 2d6 = 7

Barbarian:
1.5x(str+rage) + power attack + Greatsword +1 (could be +2 but I will use +1 for math here)
(9 + 6 + 8) x2 = 46

Fighter:
1.5x str + power attack + specialization + training + Greatsword +1
(6 + 6 + 2 + 1 + 8) x2 = 46

Monk: a Sohei cannot gain weapon training heavy blades and cannot flurry with it. There is ways it can be done with level dips but not under your defined constraints. I will indulge you on the math though. When flurrying you also only gain 1x str.
1x str + power attack + training + Greatsword +1
(4 + 6 + 1 + 8) x4 = 76 (flurry with ki point)
(4 + 6 + 1 + 8) x3 = 57 (flurry with no ki point)
(6 + 6 + 1 + 8) x2 = 42 (ki point with no flurry)
(6 + 6 + 1 + 8) x1 = 21 (no flurry and no ki point)

Paladin:
1.5x str + power attack + smite + Greatsword +1
(6 + 6 + 6 + 8) x2 = 52
(6 + 6 + 12 + 8) + (6 + 6 + 6 + 8) = 58 (first attack against an evil outsider is double level)
(6 + 6 + 8) x2 = 40 (no smite)

Ranger:
1.5x str + power attack + favored enemy + Greatsword +1
(6 + 6 + 4 + 8) x2 = 48


There are actions in some stories that can be seen as foolish, but everything is so calculated that, at least to Sherlock, they aren't foolish but the most probable and practical course of action to whatever ends he aimed to achieve.


Currently, giving a weapon a +1 enhancement is a DC 8 for both, casters and non casters. Your proposal makes it near impossible for anyone using it to enchant weapons until they have some outrageous rank bonus.

Crafting a mundane exotic weapon is a DC 18 craft check.

ilja wrote:
Yes, that works, but to me, there is some charm in being able to do something that caster's cant. That look on the pesky wizard trying to dispel the master dwarfs battleaxe and too late realizing that there's no magic in it - just pure, perfect craftsmanship cutting into it's head.

So this has been about hating casters all along and not wanting them to make nice things.

This suggestion breaks spells, such as the noted dispel magic, and many other of the games current systems. You now have magic that isn't magic and an abjurist can't do anything about it. Why convolute a system that works into something that ruins more than it helps?


So now a 2000gp (crafted price) headband of vast intellect becomes the most useful item in the game.

Don't have the skill to make the item you need? Accelerated crafting for 2 days and now you do. Sell it when you're done and make another one with the next skill.

Eventually WBL will scale to a point that you can have as many of these as you need to do anything you want, and it will have no impact on you.


Fayteri wrote:
Khrysaor wrote:
It turns it into raw 'natural' material. Magic is not natural, it's magic. It would be reduced to the raw natural material of the item broken down. A mundane item is always made of 1/3 it's market value in materials. So the battle axe is being reduced to 1/3 x 310gp = 103gold and 33 silver worth of iron.

I'd agree that a +4 battleaxe is 16000 gp worth of "magic", 16000 gp worth of "crafting materials", 103.33 worth of "axe parts", and 206.67 worth of "hammering".

I paid money in exchange for the "axe parts" and the "crafting materials". I put them in my pocket. I have a receipt.

What are crafting materials made of, that makes them inherently unnatural?

You're probably right. The magic is coming from the player having the crafting feat and knowing how to apply magic to the items.

And since the ability says at it "removes the hand of artifice", it would be reduced to a pile of materials prior to crafting.

But, wouldn't that mean there are different materials for each item and getting back the materials used to imbue the axe may not be the same for other items?


PRD wrote:

Make Your Own Handholds and Footholds

You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

PRD wrote:
A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. DC 5
PRD wrote:
Climbing a corner where you can brace against perpendicular walls. Subtract 5 from the DC.
PRD wrote:

Accelerated Climbing

You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

A free hanging knotted rope is of equal challenge as an unknotted rope with a wall to brace against.

If you have one person capable of climbing, they can hammer pitons in, or get to the top and drop the 200 feet of rope. With the rope, it's a DC 10 climb check to move half speed instead of a quarter and would then only be 14 skill checks to reach the top. DC 20 check with the pitons, and 14 checks, or 27 at DC 15. It will take roughly 1 hour to climb and hammer in pitons. Same DCs as the pitons if you can climb a corner.

1 rank + 3 class + 2 climbers kit + str mod + take 10 = 16+str mod

A character with one rank and 18 str can do this at level one as long as they have no armor giving an armor check penalty. If they do, remove armor before climbing.

In the corner or with pitons, no str is required to move at normal speed.

With a rope, every PC can do this with no ranks as long has they have a str of at least 10.

What's the level of the PCs and the classes? This shouldn't be too hard if they're prepared a little. Most PCs carry the standard 50 ft of rope, so it may depend on the number of ropes available.


Thought I saw your name a few posts before SKR posted the FAQ link. XD

You're welcome, Sir.


Stacking bonuses:
quote=PRD]Stacking

Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.

Intelligence ability:
PRD wrote:

You apply your character's Intelligence modifier to:

The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.

The number of skill points gained each level, though your character always gets at least 1 skill point per level.

Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.

James Jacobs on headbands of vast intelligence:
James Jacobs wrote:


16 people marked this as FAQ candidate. Added to the FAQ. 1 person marked this as a favorite. +

It's easy to see why in 3.5 the Intelligence boosting items didn't mess with your skill points, ain't it? :-)

The headband of vast intelligence grants you an Intelligence bonus. We wanted it to also grant skill points, since that's what increased intelligence scores do. What we DIDN'T want was a situation where you get an item that grants an INT bonus and put it on your head and get to pick where those extra skill ranks go there and then... because then what's keeping you from putting those ranks in to, say, Appraise, but then when you get to a locked door you can just take the item off and then put it back on your head and say, "Now those skill ranks are adding to my Disable Device!" Makes the item WAY too versatile.

So the solution was to "hard code" the skill ranks into each item. That way, when you find an INT boosting head band, you not only know what the skill ranks it grants are, but when you take it off and put it back on or pass it around to your friends, it stays the same. It removes the whole "What do I want to be good at today?" problem. And that DOES mean that sometimes you'll find an INT boosting item that overlaps with skill ranks you already have, but that's fine with me since you're still enjoying all the other benefits of the increased INT score just like you did in 3.5 (which, remember, doesn't grant ANY skill ranks for INT boosters).

You certainly don't get the bonus ranks hard coded into the item AND another batch of skill ranks to spend as you wish.

I'll make sure Jason knows that this'll be something we should add to the FAQ. It's not really errata, since it's not really a correction. It's just something that needs more explanation.

EDIT: I'm not sure if excluding bonus languages from the things the headband grants was an oversight or intentional. I think it might have been intentional, but I'm not sure.

FAQ on headbands of vast intelligence:
FAQ wrote:

Headband of Vast Intelligence: If I wear this item (page 517), do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?

No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.

—Sean K Reynolds, 08/30/11 Back to Top


It turns it into raw 'natural' material. Magic is not natural, it's magic. It would be reduced to the raw natural material of the item broken down. A mundane item is always made of 1/3 it's market value in materials. So the battle axe is being reduced to 1/3 x 310gp = 103gold and 33 silver worth of iron.


Any class can use armor unless there's a clause saying they can't. Non-proficiency means you incur other penalties, like armor check penalties to attack.


Shields are made with craft (armor). They have an armor check penalty. They are a form of armor.


1 person marked this as FAQ candidate.

Sounds restrictive. Master Craftsman in its current form allows more. Now I'm supposed to be restricted to just 2 skills. Seems like a needless restriction.


Technically, there is no skill points on the item. The skill points are coming from the bonus you receive from the +2 intelligence. The reason skills got linked to items was because people thought you could pick any skill with an intelligence headband, which meant taking it off and putting it back on would allow you to pick a new skill. There was an official response to this, where the developers did not intend it to be like that so they said it should be bound to a specific skill.

So if an item gives you a +2 intelligence bonus, you receive one skill rank per level. If you do not receive the +2 intelligence bonus, you do not receive the skill rank per level because your intelligence did not go up to warrant the skill gain.

In the stacking rules it says only the highest bonus applies. This means that any bonus that isn't the highest, does not apply. If you do not get the bonus to intelligence, you do not get the bonus skill rank per level.

Edit: an item that grants +5 competence bonus is 2500gp. +20 is 40,000gp according to the pricing methods provided. The Ioun stone is 8000gp based on the pricing for a +2 stat item that is slotless, as though you made the headband of vast intellect slotless. I would also say 8000gp to get 1-20 ranks in a skill is too cheap. I value ranks higher than a bonus because ranks in skills are used as prerequisites for many other things.


Nothing allows you to auto hit with a weapon as far as I know. You auto crit with a coup de grace but not auto hit. There's always a 5% chance you roll a 1 on an attack and fail.


ciretose wrote:

"that particular craft skill" is pretty specific. One might even say he is referring to a particular craft skill when he says "that particular craft skill"

I also love how you posted something saying "I think it works a little differently than we're assuming" as evidence that others agree with you.

That is a strong case you make there...

Because I also have access to the search feature

Mynameisjake wrote:
The answer is #1. You can only enchant items that correspond to the craft skill associated with master craftsman.
Note the name.

Note the order in which those comments were said. He changed his mind after reading the feat again, like he said.

Again. Context.

That particular skill is a reference to the rules of the Master Craftsman feat where you choose one of ANY craft or profession skill.

Your assertion makes no sense. If I can choose ANY craft or profession and choose Craft (stone masonry) or profession (midwife), what items will I be able to make?

If you had to pick the skills listed in the magic item creation rules section, it would say so, so players couldn't take skills that are entirely unusable to make items with.

RAW:
Master craftsman allows you to treat your ranks in a skill as your CL for qualifying for craft magic arms and armor. It forces you to use the skill chosen to make the check to craft the item.

Craft magic arms and armor teaches you how to make magic weapons and armor.

Craft Wondrous items teaches you how to make wondrous items.

None of them teach you to make the mundane version of items. You either make the mundane item using craft skills, the fabricate spell, or you buy them.


Nunspa wrote:
Khrysaor wrote:
The opposite of wise is to be foolish. I'd hardly call Sherlock a fool but i wouldnt call him that wise either. He just had a low charisma. He didn't understand the human interaction beyond quantitative data.

No he is quite foolish at times in the BBC show.. he just fails get how other people think sometimes, and yes low charisma because he just does not care.

for example, let me walk out with the killer and get in his taxi without telling ANYONE where I am going.. because I can out think him.. and ohhh this is going to be fun!

^^^ That is Foolish ^^^

My basis is on the books, not a modern day interpretation on tv. And foolish at times doesn't make one a fool.


There's another feat to reduce the penalty to combat expertise by 1 as well.

Yes it looks like the layout works.


Inherent: Existing in something as a permanent, essential, or characteristic attribute.

Having a high intelligence, inherently gives you more skill points.

It might not carry the descriptor like the magic tomes do, but they are inherent bonuses.


I've said he's free to use house rules as much as he wants. This thread is in the house rule forum. What I'm not getting is that by stating the RAW includes everything you need already, it makes it as broad as he wants. This is the point of the discussion.

He wants a feat to allow more.

The feat already does, by RAW.

He claims it doesn't so he makes new feats that do.

There's a huge disconnect here. Why do you need to make new feats if the current one already does it. If your interpretation of it is that it doesn't, why would you argue that something doesn't do what someone else, of whom there are many, say it does only to make a new feat that does what all of those other people already say the original feat does.

It's illogical.

ex. A child asks their parents if they can have pizza for dinner. The parents say yea, its their Friday night ritual to have a pizza night. The child throws a fit and makes up reasons why they can have pizza.


I agree with you that it could be up for interpretation, as I said earlier, but the way I see it is;

PRD wrote:

Stacking

Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.

Bold is mine.

The skill gain is an inherent bonus for having a +2 in intelligence. If the stat bonus doesn't apply, then the skill doesn't either.


First paragraph of the magic item creation rules says it all.

PRD wrote:

Magic Item Creation

To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

In conjunction with Master Craftsman.

PRD wrote:
Choose one craft or profession skill In which you possess at least 5 ranks.
PRD wrote:
You must use the chosen skill for the check to make the item.

@Mordo

This entire conversation about master craftsman came up because cirerose thinks creating items is too hard for non casters and the master craftsman feat is too narrow. He then wanted to make new feats to allow non casters to make items too.

RAW already states that the master craftsman feat is broad, not narrow. Why would someone complain it is narrow and then suggest making new feats when the solution already exists.

@ciretose

I don't need a developer to waste their time to interpret this for me. The RAW says exactly what I've been saying, and I'm happy with it. Why do I need to ask permission to do something the book tells me I can do?

The intent of the feat is to allow non casters to make items too. Why would they put unnecessary restrictions on it so people like you could get inflamed and continually make suggestions on how to fix this?

Type Master Craftsman into the search function and read what you find. Don't make assumptions and start more thread propaganda.

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