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For cheep items, like daggers and arrows, just use the mechanics of the "earn an income" rules, and role play as if that the character had created (an) item(s) up to the value of the income earned.
Actually, the amount created is even higher. The "earn income" income is pure profit, which means expenses for materials are already substracted. So while you can sell ten longbow arrows for 1sp, your profit would be lower (you have to pay for materials, workshop access, tools and so on). To earn 1sp in pure income by crafting long bow arrows, you have to sell more than just ten.
But PF2 is no economic simulation, and this is an abstract rule, and the developers probably never meant to for you to sweat about the finer details of the economics of fletchery ...