Is crafting viable?


Advice


Hi!

I was wondering if you guys think crafting is viable.

If it is not viable how do you guys get most of your gear. Buy it? Drops?

Thanks!


Plz respond quickly :)


Yoshu Uhsoy wrote:
Plz respond quickly :)

Well I was going to until I read this.

Advise your DM if you're thinking about it. Better advice from the source.


I said plz :)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Yoshu Uhsoy wrote:

Hi!

I was wondering if you guys think crafting is viable.

If it is not viable how do you guys get most of your gear. Buy it? Drops?

Thanks!

What is your standard for viable? That you get to buy all your gear with it? Most DM's won't let you go that far, so if that is your requirement than the answer is no.

Otherwise, you need to ask your DM about character downtime.


Classes of Terahs Spark makes it a tad too viable.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Craig Bonham 141 wrote:
Classes of Terahs Spark makes it a tad too viable.

I have absolutely no idea what you're talking about.


3pp item. World of Terah.


I think you need context on what your talking about OP.

viable for what...? for what purpose?

if your using 3rd party. machine smith is pretty fun for a "crafty" feel


I mean is it worth the time to craft it or is it better to buy it, because high level magic items can take over 50 days to make.


That depends entirely on how much downtime your GM gives you. It helps to specialize in getting crafting done quickly, though.

But seriously, ask your GM if there will be enough time to craft nice things. From there...

1) Make sure you're good at it and can handle accelerating things.

2) Ask if you can hire someone who has the appropriate item creation feat and the Cooperative Crafting feat. Or, better, several someones.

3) Have a good sense for what you want to get. If it's ONE item, it may not be worth the feat slot (unless you retrain it later?). If it's a bunch of stuff... yeah, it's usually viable.


Well we are running rotrl


Well, James Jacobs has said that crafting characters are good for APs. XD I'd just make sure your GM will give you the time to craft, then.


ok thank you


Yup pretty much talk to the GM and see how much downtime non traveling there will be. some stories are day to day. and some skip week to week with events. or mon\th to month in events.

Since this was a general "can you craft well enough to make the feats worth it in an average game" i'm not sure why its in the third party products place.

but some third party classes help crafting a bit.
Machine smith from lious porter jr is has some useful bits.
Artificier from Adamant gaming too.

both are on d20 if you want to take a gander before buyign it


GM Rednal wrote:
Well, James Jacobs has said that crafting characters are good for APs. XD I'd just make sure your GM will give you the time to craft, then.

Seems that this would depend enormously upon which AP you are talking about.

Judging from following PbPs of the various APs:

(+)Rise of the Runelords: Seems good for Crafting -- not sure about the later parts, though.

(-)Curse of the Crimson Throne: You're often on a timer, so not good.

(-)Second Darkness: Good for crafting in the first part, but bad later on, where you won't get a chance to do it.

(+)Legacy of Fire: Seems good for crafting -- not sure about the later parts, though.

(++)Council of Thieves: Definitely good for crafting -- you're only on a timer very late in the AP.

(++)Kingmaker: Seems good for crafting -- not 100% sure about the later parts, but I think the sandbox nature of this AP will make the it good for crafting throughout. On account of where you are, it seems that you would be putting yourself at a major disadvantage if you DIDN'T craft (although having cohorts do it should be fine, since this AP seems made for Leadership anyway).

(-)Serpent's Skull: Book 1 took FOREVER for the PbP I was following to get through, and it definitely wasn't in a place where you would want to try crafting (and it seemed to be only by GM fiat that even mundane crafting was usable to make more Gunslinger ammunition); Book 2 doesn't seem to give much time for crafting either; haven't seen the later parts, but I get the impression from the blurbs that you won't have time or place to do any crafting.

(-)Carrion Crown: Not good for crafting -- you aren't always on a timer, but you are on a timer and/or not in a good place for crafting often enough to prevent crafting for the most part.

(+/-)Jade Regent: Not sure how well crafting is going to work while on a bumpy wagon ride. I would suspect for the most part not very well.

(+)Skull and Shackles: Only saw a version with a heavy (but awesome) rework of Book 1, but Book 1 is definitely not good for crafting unless you can trick your captors into assigning you that task. Not sure about the later parts (unfortunately the PbP died), but I get the impression that the later parts might be workable for this, although crafting on a ship that is on less than perfectly smooth water might be problematic.

(+/-)Shattered Star: Not sure -- up until recently, this AP kept suffering from campaign infant mortality, so I have relatively limited information beyond Book 1, but on the one hand, after Book 1 you are on the road a significant amount, but on the other hand, having a Pathfinder Lodge for a base should count for something . . .

(--)Reign of Winter: Bad for crafting -- you are traveling too much (in extremely hostile territory), and on a timer.

(--)Wrath of the Righteous: Another AP that has suffered a lot from campaign infant mortality, but I can see that you are on a timer (even if not always in name) too much of the time for crafting to be good.

(-)Mummy's Mask: Have only seen a bit beyond the end of Book 1, but judging from both this and the blurbs, it seems that you are on a timer too much of the time for crafting to be good.

(-)Iron Gods: Another AP that has suffered a lot from campaign infant mortality, but it seems that you are going to be traveling a lot and on a timer a lot, so not good for crafting.

(?)Giantslayer: Too new to tell (both PbPs that I am following haven't even run into any true Giants yet).

(?)Hell's Rebels: Too new to tell (haven't even started following a PbP yet).

Out of 17 APs released to date, for crafting potential I count 5 good = (+) or (++) (2 of the latter), 2 maybe usable but not a good bet = (+/-), 2 completely unknown = (?), and 8 bad = (-) or (--) (2 of the latter). This is with the caveat that GM modification may have made an AP significantly better or worse for crafting, but in general, what I have seen seems to agree with the promotional blurbs for the APs and their subchapters, even in cases exhibiting considerable modification.


In fairness, the statement was made awhile ago, and you'll note that many of the early APs were, in fact, pretty good for crafting. XD Obviously, some APs are better for crafting than others, and that's why it's so important to talk to your GM.

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