Does this look right? Item creation rules in our game


Homebrew and House Rules


The GM wants to make it "fair" for everyone - honestly that part doesnt make sense to me being that our crafters create stuff for EVERYONE; we make it "fair" all on our own. Its not like we're muleing one guy with all the stuff and making them a god.

"11. Creating Items the official Rule:
-Selling items are set at 75% Item Value.
-You can only use the party as the resource for crafting. Outside sources wont be available.
-Your equipped item value cannot exceed the starting loot value of a character two levels higher.
EXAMPLE: you have a 6th level character, his loot value cannot exceed what a level 8th character starting loot value. The table can be found in the pathfinder core rule book page 399."

Mind you we're running a slow experience game so the main problem Im looking at is the real possibility that we'll get gold capped and have to wait a month or two in real life (if not longer) to get to wear an item that takes a day to craft in game.

How do ppl here do crafting in their games?
Mine you this rule seems to effectively destroy my friend's character from using the craft construct feat (the DM made up these rules after allowing us to create our characters and approved the feat lists AND doesnt want anyone to change their characters - much to the chagrin of my friends who has at least one feat that these new rules seem to break.).

Liberty's Edge

I don't allow crafting. Any non-perishable crafting feat is off limits to PCs.


Honestly with all the problems crafting seems to create, given that he feels the need to build a whole system around it; that might not be a bad idea

Id MUCH rather him say we cant have them than level cap our gear value (especially with slow progression).


In my game, the only rule for crafting is "Use the item creation table however you want, except no unlimited instantaneous effects." The game's medium progression, though I haven't quite given them enough treasure yet. (They're due for a big haul soon.)

But that's my game, which is probably a bit higher magic than usual. People can set their magic level to whatever they like and can mess with houseruling things however they want.

That said, there are two problems I see. First, the hard cap is probably going to cause the GM headaches, since he's the one that's going to have to say "that sword somehow stops functioning when you pick it up" and will have to keep up with the numbers, etc. GMs creating problems for themselves is nothing new though, and either he'll find a way to deal with it or change the rule eventually.

Second, houserules really should be given in the very beginning. These are something like the laws of physics in that universe and the characters ought to have been aware of them for their whole lives and wouldn't have picked up useless feats or the like. But maybe this is a new development in the universe or your GM has plans involving how your characters built for the normal universe are dealing with this new universe. (I'm not saying this is particularly likely though.)

(BTW, starting loot for 2 levels up is basically double your expected loot for your current level. I'm not sure it's terribly likely you hit that too often, but that depends a lot on how both the GM and the party deals with treasure.)


The problem mainly focusses on a friend who was allowed by the GM to take craft construct, then the GM made this rule and given the PRICE of most constructs, even if he GETS the funds to make it; He'd have to then sell everything he owns and give all his money away to craft a construct.

IMO he should have just disallowed it if he thought there would be such an issue.
BTW the GM gave his fiancee and another friend intelligent armors, and then starts this whole new rule thing when my friend with the item creation feats says he's making my barbarian muleback cords


It's varied with our group's numerous campaigns between precisely how it says in the CRB and very specific rules and bonus crafting. For example, our Wednesday game runs exactly like in the book. The new Thursday campaign I'm running will keep magical crafting exactly like it is, but mundane crafting per week is done in gp instead of sp. On Sunday, we have a magic forge that we buy the capability to add item crafting slots and different item crafting feats; the forge also allows us to put sockets and 'materia' into our weapons, armor, wondrous items, etc.
The best advice I can give you with house rules for crafting, as with anything else, is to find a good balance between fun, simplicity, and fairness. That balance may vary from group to group, obviously, so don't take anything anyone else does as gospel for being THE way to do stuff.
For the problem with your friend and Craft Construct, simply let him retrain the feat to another item crafting feat if these new house rules don't work for him.


buddahcjcc wrote:
The GM wants to make it "fair" for everyone -

In my experience, that phrase is a warning sign that the Game Master is not interesting in "allowing" his players to have fun.


Asking and getting permission to do something and then having it nerfed is no fun, he should be allowed to retrain(or just plain rebuild).

I'm starting out as a GM and I allow crafting as in the rules, however; if you want to make something special; it has to be approved. If you're making something big; then it's an adventure(I'm aiming for sandbox and need plot-hooks from the PCs). But that is for a high-magic world with above average(eventually) wealth.

And more wealth increases the CR they can handle.

with average wealth/magic and above I use standard rules.(EDIT: Craft construct usually allowed)


how does retraining feats work? other thaqn the GM saying "sure just pick another one" Isnt there a way in game (IE rules for doing it)?


Unfortunately, no. Just the GM permission. Your friend should point out that the new rule is made just to nerf him and nobody else, so it would be fair to let him redesign his character.


necromental wrote:
Unfortunately, no. Just the GM permission. Your friend should point out that the new rule is made just to nerf him and nobody else, so it would be fair to let him redesign his character.

Check the material on the SRD that was released recently in Ultimate Campaigns. I believe they created specific rules for it there. GM permission IS faster, though.


Re-he-he-healy? Well now, would you look at that.

Wait, I just red the OP (not skimmed it), and now I have some issues to clarify.

"Your equipped item value cannot exceed the starting loot value of a character two levels higher.
EXAMPLE: you have a 6th level character, his loot value cannot exceed what a level 8th character starting loot value. The table can be found in the pathfinder core rule book page 399."

So, going by your example, a 6.lvl PC (whose TOTAL wealth shouldn't exceed 16k of gold), cannot have an item equiped that costs more than 33k? Am I reading this right?


buddahcjcc wrote:

"11. Creating Items the official Rule:

-Selling items are set at 75% Item Value.

Does crafting still cost 50% of item value? If so then you can turn a profit by crafting. That is unusual for a game.

buddahcjcc wrote:

-Your equipped item value cannot exceed the starting loot value of a character two levels higher.

EXAMPLE: you have a 6th level character, his loot value cannot exceed what a level 8th character starting loot value. The table can be found in the pathfinder core rule book page 399."

That's not just the starting loot value per character. That's the total loot value per character you are expected to have at a given level. If someone is crafting an item that is worth what a character at their level+2 has, then he has either sold everything he owns to do so or flat out he has too much money. Having a single item that is worth what a character is supposed to have at level+2 means that in one item you have double the amount of loot you are supposed to have at your level.

I don't see how this rule changes anything unless either the GM is giving out way too much treasure, or the party is pooling their resources to get one really cool item.

BTW, if the GM is giving out way too much loot, I suggest you keep quiet and stop complaining! :)

If the GM is unhappy about the craft construct feat then he should just disallow it and allow the character to get a different feat.

Peet


necromental wrote:

Re-he-he-healy? Well now, would you look at that.

Wait, I just red the OP (not skimmed it), and now I have some issues to clarify.

"Your equipped item value cannot exceed the starting loot value of a character two levels higher.
EXAMPLE: you have a 6th level character, his loot value cannot exceed what a level 8th character starting loot value. The table can be found in the pathfinder core rule book page 399."

So, going by your example, a 6.lvl PC (whose TOTAL wealth shouldn't exceed 16k of gold), cannot have an item equiped that costs more than 33k? Am I reading this right?

Cannot have a total of items OR a single item that exceeds the 8th level max, yes

Essentially, it looks like the GM should have said no to craft construct and then realized after the fact he should have said no so he made a rule to make it all but impossible to craft them (as he IS saying that the constructs go against his personal wealth)

as for the above 75% question, I posed that to my friend, this is what he told me (the numbers are from the GM)
Full Plate 1500
masterwork 150
crafting cost 500
2150 total cost
selling +1 Full Plate 75% 1987.5g
-162.5 profit

So no; you cant make a profit

And I agree; if he didnt like craft construct; he should have said no to start with, not 5 months later


I'm not really sure I see how this affects craft construct more than any other craft feat. Constructs are expensive, but then why would a low level character have that much money anyway? (Also, you don't exactly equip them.)


buddahcjcc wrote:
necromental wrote:

Re-he-he-healy? Well now, would you look at that.

Wait, I just red the OP (not skimmed it), and now I have some issues to clarify.

"Your equipped item value cannot exceed the starting loot value of a character two levels higher.
EXAMPLE: you have a 6th level character, his loot value cannot exceed what a level 8th character starting loot value. The table can be found in the pathfinder core rule book page 399."

So, going by your example, a 6.lvl PC (whose TOTAL wealth shouldn't exceed 16k of gold), cannot have an item equiped that costs more than 33k? Am I reading this right?

Cannot have a total of items OR a single item that exceeds the 8th level max, yes

Essentially, it looks like the GM should have said no to craft construct and then realized after the fact he should have said no so he made a rule to make it all but impossible to craft them (as he IS saying that the constructs go against his personal wealth)

as for the above 75% question, I posed that to my friend, this is what he told me (the numbers are from the GM)
Full Plate 1500
masterwork 150
crafting cost 500
2150 total cost
selling +1 Full Plate 75% 1987.5g
-162.5 profit

So no; you cant make a profit

And I agree; if he didnt like craft construct; he should have said no to start with, not 5 months later

Right now, I'm thinking that your GM and/or you are reading things wrong and/or not understanding, so I'm gonna make a summary of crafting and wealth-by-level so you can both understand.

Let's say you start a game at 6th lvl. You get 16k worth of equipment of your own choice (as per WBL table). If you started the game at first lvl and arrived at 6th, you SHOULD have AROUND 16k (it shouldn't wary much more tha halfway between previous or next lvl) worth of equipment. The game usually doesn't give you your expected difference of WBL at the same time you reach a new lvl.

Crafting and selling magical items. You craft magic item for half the market price. You sell it for half the price. It's intentional so you can't make any money. You can actually loose money when crafting magical arms and armor. But when you use equipment that you crafted, its FULL value counts against your WBL. Example: You craft +2 cloak of resistance. It costs you 2000gp. You can sell it for 2000gp. No profit, no loss of money. But if you keep it for your character it counts as 4000gp(the market price) against his WBL.

Crafting and selling non-magical items. You craft it for 1/3 of market price. You can sell it for half the market price. So there is a small profit margin for PCs. In the example of masterwork full plate you can craft it for 550 gp (1/3 of 1650), and sell it for 825 gp, meaning you can earn 275 gp. Unless you have fabricate spell, this takes weeeks and weeks of no adventuring. I don't understand your(GMs)numbers at all.

Now, the wealth by level table is a guideline, and it's perfectly reasonable for you DM to reduce or increase the figures there, but he should tell you that from the start and be aware what effect that has on PCs and NPCs.

I'm guessing that your GM gave way too much loot for your level, and it's starting to affect his game, so he is being heavy handed in reducing amount of gold you find or are able to get by selling things. It would help if you posted on boards what your level are and how much wealth do you have.

If my guesses are wrong, and you understand all of this, I apologize for patronizing.


Define "equipped value." If I've got five magic swords and I switch between them, do I only ever count one sword against the value?

If so, it's a pretty silly and arbitrary standard.

Here's a better idea to make it "fair for everyone" - let non-casters take a house-rule feat that makes them count as a caster for the purposes of taking crafting feats.

That way, anyone who whines and complains about someone else self-crafting and gaming the loot system can just spend their own damn feats to do their own crafting. Then leave the rest of the guts of the game alone.

Fair, done.


I think the rule of thumb is: If you use it(even just once) then it's full price towards WBL, but if you just find and sell it, then your wealth(and in a way power level) only increase by the selling price.

That's how I measure wealth in any case.


DonDuckie wrote:

I think the rule of thumb is: If you use it(even just once) then it's full price towards WBL, but if you just find and sell it, then your wealth(and in a way power level) only increase by the selling price.

That's how I measure wealth in any case.

Wait, you mean if I had a +1 sword and used it, then sold because I found a +1 flaming axe that i'm using now, you'd still count the sword in my WBL?


necromental wrote:


Right now, I'm thinking that your GM and/or you are reading things wrong and/or not understanding, so I'm gonna make a summary of crafting and wealth-by-level so you can both understand.

[...]

Crafting and selling magical items. You craft magic item for half the market price. You sell it for half the price. It's intentional so you can't make any money. You can actually loose money when crafting magical arms and armor. But when you use equipment that you crafted, its FULL value counts against your WBL. Example: You craft +2 cloak of resistance. It costs you 2000gp. You can sell it for 2000gp. No profit, no loss of money. But if you keep it for your character it counts as 4000gp(the market price) against his WBL.

I believe the two sentences highlighted above are incorrect as per the FAQ's on the subject. They have the effect of turning craft items into useless feats. If I can make an object but it counts against my wealth by level at full value, then I essentially paid full value for it (because I will be getting less gold until I do). Since I can typically buy any item in the game at full price, the only effect is to deprive me of the benefit of a feat that I could otherwise have spent on something useful.

Here's the FAQ text on the subject:

Quote:


PC Wealth By Level: If a PC has an item crafting feat, does a crafted item count as its Price or its Cost?
It counts as the item's Cost, not the Price. This comes into play in two ways.

If you're equipping a higher-level PC, you have to count crafted items at their Cost. Otherwise the character isn't getting any benefit for having the feat. Of course, the GM is free to set limits in equipping the character, such as "no more than 40% of your wealth can be used for armor" (instead of the "balanced approach" described on page 400 where the PC should spend no more than 25% on armor).

If you're looking at the party's overall wealth by level, you have to count crafted items at their Cost. Otherwise, if you counted crafted items at their Price, the crafting character would look like she had more wealth than appropriate for her level, and the GM would have to to bring this closer to the target gear value by reducing future treasure for that character, which means eventually that character has the same gear value as a non-crafting character--in effect neutralizing any advantage of having that feat at all.

—Sean K Reynolds, 01/13/12

Of course, your home game is your home game and the WBL guidelines are only guidelines, not straightjackets. But if you don't get a benefit out of item crafting feats, why take the feat in the first place?


Did not know this. It does make sense. That's why we house-ruled the item creation feats out, and only kept master craftsman.

For the price of Craft Wondrous Item I can have double items (since most slotted items are there and many utility)? Now I have to find a sucker GM...

But anyways it only applies to the dude with the feats? If he makes things and gives theme to his friends, the friends count the market price, right?


Since the Ultimate Campaign rule on crafting and WBL came out, this is how I'm doing it:

Crafters can craft anything they've got the wealth and skill to craft, BUT crafting costs default to 100% base price. However, every crafter has a personal pool of power that enables him or her to get up to a 50% discount on any given item they craft, so long as the total discount across all items crafted is no more then 25% of the crafter's WBL. If they craft charged or single use items using a discount on the crafting cost, the stored personal mana returns to them after the items are used up and that discount is added back to their total.

The implications include the idea that non-party crafters will be considerably rarer and will charge more than 100% base price (so they can profit), and that common magic items such as +1 swords will be treated more like trade goods, realizing full price if sold in large cities.


necromental wrote:

Did not know this. It does make sense. That's why we house-ruled the item creation feats out, and only kept master craftsman.

For the price of Craft Wondrous Item I can have double items (since most slotted items are there and many utility)? Now I have to find a sucker GM...

Subject to the usual limits about wealth distribution. If you spend all your money on wondrous items, you'll be hitting people with palm slaps and wearing a bathrobe and bracers.

Quote:


But anyways it only applies to the dude with the feats? If he makes things and gives theme to his friends, the friends count the market price, right?

My reading of the second point (party wealth by level) is that he can also equip his friends if he likes. As always, though, it's your house and therefore your house rules.


Orfamay Quest wrote:
necromental wrote:

Did not know this. It does make sense. That's why we house-ruled the item creation feats out, and only kept master craftsman.

For the price of Craft Wondrous Item I can have double items (since most slotted items are there and many utility)? Now I have to find a sucker GM...

Subject to the usual limits about wealth distribution. If you spend all your money on wondrous items, you'll be hitting people with palm slaps and wearing a bathrobe and bracers.

Wizard? Druid?

Orfamay Quest wrote:
Quote:


But anyways it only applies to the dude with the feats? If he makes things and gives theme to his friends, the friends count the market price, right?
My reading of the second point (party wealth by level) is that he can also equip his friends if he likes. As always, though, it's your house and therefore your house rules.

Please someone tell me it's not the right interpretation...please? Anyone?

That one guy in a party can take an ICfeat, and suddenly everyone has double loot. I actually cannot make head or tales out of that second paragraph.


MagiMaster wrote:
I'm not really sure I see how this affects craft construct more than any other craft feat. Constructs are expensive, but then why would a low level character have that much money anyway? (Also, you don't exactly equip them.)

The GM is ruling you DO equip them as far as their value counts against the items you can carry

Quote:

I'm guessing that your GM gave way too much loot for your level, and it's starting to affect his game, so he is being heavy handed in reducing amount of gold you find or are able to get by selling things. It would help if you posted on boards what your level are and how much wealth do you have.

If my guesses are wrong, and you understand all of this, I apologize for patronizing.

At 6th level my total wealth (gear and money) is 18240.0 gp

We have ppl in the party (namely those with oddly cheap yet verbally talking intelligent armor - one that bumps the AC to 35 or so) with 23821.0 gp

Shark

Quote:
Define "equipped value." If I've got five magic swords and I switch between them, do I only ever count one sword against the value?

Yes, by the GM's ruling, every item you have on your person (even if it isnt used) counts against your limit


necromental wrote:
Orfamay Quest wrote:
necromental wrote:

Did not know this. It does make sense. That's why we house-ruled the item creation feats out, and only kept master craftsman.

For the price of Craft Wondrous Item I can have double items (since most slotted items are there and many utility)? Now I have to find a sucker GM...

Subject to the usual limits about wealth distribution. If you spend all your money on wondrous items, you'll be hitting people with palm slaps and wearing a bathrobe and bracers.

Wizard? Druid?

Orfamay Quest wrote:
Quote:


But anyways it only applies to the dude with the feats? If he makes things and gives theme to his friends, the friends count the market price, right?
My reading of the second point (party wealth by level) is that he can also equip his friends if he likes. As always, though, it's your house and therefore your house rules.

Please someone tell me it's not the right interpretation...please? Anyone?

That one guy in a party can take an ICfeat, and suddenly everyone has double loot. I actually cannot make head or tales out of that second paragraph.

Ultimate Campaign has a rule that came out re: crafting and WBL. Paraphrased, it is as below:

Item crafters should get about a 25% benefit over normal WBL in comparison to non-crafters. If a crafter creates items for other characters in the party, the increased wealth for the other characters should come out of the crafter's increased allotment. This prevents skewing the wealth by level for everyone in the party and it encourages other characters to learn item creation feats.

There is no mechanism for enforcement listed for this, which is why I came up with the homebrew rule change I mentioned previously.


Quote:
But if you don't get a benefit out of item crafting feats, why take the feat in the first place?

Because this is all happening like 5-6 games in, after the first time one person tried to make one item - muleback cords. It wasnt even a HUGE item.

As for the question of me not understanding it; heres the full rules list as the rules section in the wiki of our Epic Words so you can see it in context

http://www.epicwords.com/wikis/23874

How do you link on this forum? URL brackets dont seem to work

Mind you rule 9 isnt valid as Ive asked to change around my guy but the answer was that Im melee dps and cant change that role. Im even restricted to where I can develop the character because I HAVE to follow that role.

We also have three (at least) fully noncombatant characters in the group of 12-14, but because Im an actually needed role; I cant change that even if my character dies.

Yes, I realize this is a lot of me b*+%#ing but if I wasnt having fun in the game despite all these complaints I wouldnt be playing it at all.


buddahcjcc wrote:
MagiMaster wrote:
I'm not really sure I see how this affects craft construct more than any other craft feat. Constructs are expensive, but then why would a low level character have that much money anyway? (Also, you don't exactly equip them.)
The GM is ruling you DO equip them as far as their value counts against the items you can carry

It is also fair. You have an extra guy always with you.

buddahcjcc wrote:
Quote:

I'm guessing that your GM gave way too much loot for your level, and it's starting to affect his game, so he is being heavy handed in reducing amount of gold you find or are able to get by selling things. It would help if you posted on boards what your level are and how much wealth do you have.

If my guesses are wrong, and you understand all of this, I apologize for patronizing.

At 6th level my total wealth (gear and money) is 18240.0 gp

We have ppl in the party (namely those with oddly cheap yet verbally talking intelligent armor - one that bumps the AC to 35 or so) with 23821.0 gp

You are adequately equipped, and I'm guessing you have not just reached 6.lvl. Even if you did, no biggie. The other value is a bit over the top for standard, but not especially so. But the problem is if they atop of that have home-made item that is under-priced (which probably is if there is an 35 AC at 6.lvl). I smell favoritism.

buddahcjcc wrote:


Shark

Quote:
Define "equipped value." If I've got five magic swords and I switch between them, do I only ever count one sword against the value?
Yes, by the GM's ruling, every item you have on your person (even if it isnt used) counts against your limit

Since you are using them, it is a fair ruling. PF (and 3,5 before it) assume "golf-bag" of weapons.

buddahcjcc wrote:

Ultimate Campaign has a rule that came out re: crafting and WBL. Paraphrased, it is as below:

Item crafters should get about a 25% benefit over normal WBL in comparison to non-crafters. If a crafter creates items for other characters in the party, the increased wealth for the other characters should come out of the crafter's increased allotment. This prevents skewing the wealth by level for everyone in the party and it encourages other characters to learn item creation feats.

There is no mechanism for enforcement listed for this, which is why I came up with the homebrew rule change I mentioned previously.

That's an ok rule. The one-guy-ICfeat=party-double loot is not a problem in our group (we threw out IC feats, and any caster can craft magic items with other prerequisites, but at their full price), but it could be generally speaking.

Silver Crusade

We're trying a houserule at 100% cost to craft magic items, except wands, scrolls, and potions (which use normal rules). Feat benefit is still intact - creation without being subject to the whim of random loot or magic marts (if there are any), and we allow items of the same slot to be "deconstructed" at 100% value into raw components to be used against the cost of crafting the new item.

I'm not sure about a rule that tells my players how much wealth they can equip. What happens if everyone decides to save up as a group and buy the front-line fighter a shiny +5 suit of armor, which would put him past his WBL? Shouldn't the group have that freedom? What happens if a player declares he will put on the armor? Will the gods strike him down for his heresy?

On the other hand, you have an insane # of players in the campaign, and if the crafter is allowed to make items at 50% cost for everyone, then the challenges built on WBL systems fly out the window. Personally, I'd just have done 100% to control costs if this is the worry.


Quote:
I'm not sure about a rule that tells my players how much wealth they can equip. What happens if everyone decides to save up as a group and buy the front-line fighter a shiny +5 suit of armor, which would put him past his WBL? Shouldn't the group have that freedom? What happens if a player declares he will put on the armor? Will the gods strike him down for his heresy?

Not one of the guys I play with would go for this. They all like their characters' wealth very much. I wouldn't mind as a DM, or as a player (but I usually play that fighter so i'm biased).


many people above wrote:
<many things>

Reading through these, I will probably revise my principles, that being said I don't go much by WBL, and my players(bless them) usually don't try to break anything.

A note on the expensive constructs:
Alchemical Golem - comparable to a +4 weapon in cost, available two levels earlier, and you can only utilize so many +4 weapons... constructs on the other hand, that is paying for action econmy.

Oh... and BOMBS!!!


Quote:
The other value is a bit over the top for standard, but not especially so. But the problem is if they atop of that have home-made item that is under-priced (which probably is if there is an 35 AC at 6.lvl). I smell favoritism.

The other value which is on the high end is either our healer or the GM's fiancee

Who in our kingmaker game are the king and queen respectively

Touc wrote:


I'm not sure about a rule that tells my players how much wealth they can equip. What happens if everyone decides to save up as a group and buy the front-line fighter a shiny +5 suit of armor, which would put him past his WBL? Shouldn't the group have that freedom? What happens if a player declares he will put on the armor? Will the gods strike him down for his heresy?

From what I understand, he just cant

Quote:
On the other hand, you have an insane # of players in the campaign, and if the crafter is allowed to make items at 50% cost for everyone, then the challenges built on WBL systems fly out the window. Personally, I'd just have done 100% to control costs if this is the worry.

Yeah; crazy numbers of ppl. We have 12-15 depending on the night, there may be more ppl playing but they just cant show up every time (work or the girl we have who is a national guard reservist).


DonDuckie wrote:
many people above wrote:
<many things>

Reading through these, I will probably revise my principles, that being said I don't go much by WBL, and my players(bless them) usually don't try to break anything.

A note on the expensive constructs:
Alchemical Golem - comparable to a +4 weapon in cost, available two levels earlier, and you can only utilize so many +4 weapons... constructs on the other hand, that is paying for action econmy.

Oh... and BOMBS!!!

As per the link I gave earlier (I cant figure out how to ACTUALLY link here), "Witches, Gunslingers, and Alchemists are not allowed."

so; no bombs allowed lol


Alchemical Golems have a Bombs ranged attack... that's what I meant - Alchemical Golems are awesome.

ALSO:
Under the text field for posting, there's a line "How to format your text" and a "show" button. Click the button and knowledge shall be yours.


DonDuckie wrote:
many people above wrote:
<many things>

Reading through these, I will probably revise my principles, that being said I don't go much by WBL, and my players(bless them) usually don't try to break anything.

A note on the expensive constructs:
Alchemical Golem - comparable to a +4 weapon in cost, available two levels earlier, and you can only utilize so many +4 weapons... constructs on the other hand, that is paying for action econmy.

Oh... and BOMBS!!!

The CL 12 of a +4 weapon is not listed in the Requirements section, so it's available as soon as the crafter can get the money, time and skill together. The golem actually requires the crafter to be a 10th level caster (or equivalent), except that can be bypassed by increasing the DC.

I do realize many people houserule these details but RAW the main limits are time and money.


my bad, CRB page 468: misread the caster level of the weapon as required caster level for the crafter.

Where do you have the increase DC for level requirements from? I've looked for that, but could never find anything concrete.

EDIT: Correction, at the end of the paragraph it says the higher of the level requirements must be met, indicating that it is a caster level requirement.


DonDuckie wrote:

Alchemical Golems have a Bombs ranged attack... that's what I meant - Alchemical Golems are awesome.

ALSO:
Under the text field for posting, there's a line "How to format your text" and a "show" button. Click the button and knowledge shall be yours.

our rules

ah; like that then lol


DonDuckie wrote:

my bad, CRB page 468: misread the caster level of the weapon as required caster level for the crafter.

Where do you have the increase DC for level requirements from? I've looked for that, but could never find anything concrete.

EDIT: Correction, at the end of the paragraph it says the higher of the level requirements must be met, indicating that it is a caster level requirement.

FAQ on what can be bypassed - It seems that the caster level for a +4 weapon is an actual requirement, but it's specifically called out as one of the things that can be bypassed with a DC increase, so both are available whenever the creator can get the time, money and skill together.


MagiMaster wrote:
DonDuckie wrote:

my bad, CRB page 468: misread the caster level of the weapon as required caster level for the crafter.

Where do you have the increase DC for level requirements from? I've looked for that, but could never find anything concrete.

EDIT: Correction, at the end of the paragraph it says the higher of the level requirements must be met, indicating that it is a caster level requirement.

FAQ on what can be bypassed - It seems that the caster level for a +4 weapon is an actual requirement, but it's specifically called out as one of the things that can be bypassed with a DC increase, so both are available whenever the creator can get the time, money and skill together.

Thanks! Just what I needed.

buddahcjcc:
A simple text search on the page(didn't read the whole thing) showed no mention of alchemist or witch... but it's your game, I just wanted to mention that it wasn't just an alchemist class ability.


beej67 wrote:
Here's a better idea to make it "fair for everyone" - let non-casters take a house-rule feat that makes them count as a caster for the purposes of taking crafting feats.

This feat basically already exists. It's called Master Craftsman. From the core rulebook.

If your fighter is sick of having to get the wizard to make stuff for him, tell him to get the feat.

Peet


Technically; its not MY game, its the DM's game. The latest mid game rule change actually has me questioning if I want to continue it at all or not.

Its a Kingmaker game, so he's planning on the game continuing for a year plus and he's ruled that what your role is when you die is what the role of your new character will be when you reroll (even the ones when you start taking a negative level for doing it). It makes me go "then why make us die at all? Give us all an artifact that gives us one negative level when you die and just ressurrects you?"
So if youre like me (typical Barbarian all str or as he says "melee DPS - he's a big WoW fan) then the next character Im expected to roll will have to be a balls to the wall all str based combat monkey again. I USED to be that guy who rerolled the same guy over and over, or who rolled the kid of the previous guy, but since I growed up and realized the terminator playstyle isnt a good way to play, being forced INTO that playstyle now has me on the verge of quitting the game. Mind you this is a guy who actually put "no powergaming" into the rules and is essentially now telling me TO powergame cause the rest of the 12-15 ppl in our group didnt/dont want to be melee so I have to be.

Add to that fact that the last 3 games Ive played, I was the number one target and nearly killed every single game session.
The last strike I took 66 (of 96 in rage) hp and rolled a 1 on a fort save vs death to massive damage and he ruled "well I never actually SAID roll the fort save so you didnt die".
I think he likes just nearly killing my guy over and over. He took so much damage in the last four hour battle (yes, there was a four hour fight) that I depleted our Oracle healer AND our Cleric's healing ability, and still two characters died (one was said Oracle healer but he was revived by what (as far as I can tell) was a demigod intervening


Well, that's the English language for you: I meant "your game" with 'you' being the group... but if that's not the case, and you come back for free - watch "The Gamers", and then make a lot of bards. :)

But seriously; if you're not having fun... there's only two options:
1) ask the group to adjust in the spirit of cooperative gaming
2) rage-quit - not really, but maybe look for another game


Thats the thing that sucks; I LIKE the game, a lot; otherwise I wouldnt be driving an hour one way to play it every weekend.

The thing Im DISliking, are the new rules that are screwing over my idea of fun in a game like this. First the "you cant equip that, it costs too much" thing, then making item crafting feats all but useless after letting my friend build an all crafting oriented character, then even if I die I have to reroll the same guy I just got killed -.-

Maybe I should just roll with it and play the power game terminator game the DM apparently wants me to play while he tells us he doesnt want us doing exactly that

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