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Ricksnest wrote: There are a number of monsters weak or vulnerable in someway to sunlight. However, in PF2E, I don't see anything that directly says its sunlight. Even spells and items with it in the name only mention "light", "bright light", "dim light", "fire damage" or "good damage". In PF1E there was specific references to daylight and sunlight for spells and items. My question is, in PF2E what qualifies as sunlight? For example, is "bright light" counted as "sunlight" for the purposes of determining if a specter is effected by sunlight powerlessness. Just a note to add: Is the decision by Paizo to treat magical sunlight differently in 1e vs 2e intentional and if so, why? Was it to nerf magic (especially divine magic), to buff some undead, something else? If it was just an oversight, that would also be useful to know. ![]()
There are a number of monsters weak or vulnerable in someway to sunlight. However, in PF2E, I don't see anything that directly says its sunlight. Even spells and items with it in the name only mention "light", "bright light", "dim light", "fire damage" or "good damage". In PF1E there was specific references to daylight and sunlight for spells and items. My question is, in PF2E what qualifies as sunlight? For example, is "bright light" counted as "sunlight" for the purposes of determining if a specter is effected by sunlight powerlessness. ![]()
There are a number of monsters weak or vulnerable in someway to sunlight. However, in PF2E, I don't see anything that directly says its sunlight. Even spells and items with it in the name only mention "light", "bright light", "dimlight", "fire damage" or "good damage". In PF1E there was specific references to daylight and sunlight for spells and items. My question is, in PF2E what qualifies as sunlight? For example, is "bright light" counted as "sunlight" for the purposes of determining if a specter is effected by sunlight powerlessness. ![]()
Grumpus wrote:
Absolutely, you could. I am just suggesting the 4 days should be based into the system the same way it is from day 5 on. That way if a scroll or any item wasn't available at the local shop the crafter still gets compensation for their time. The arbitrary rule that the first 4 days of crafting time gets no discount but from day 5 on the crafters time is compensated makes no sense. Either their time has value or it doesn't, there is nothing magical about day 5. Either way they still have the cost of materials, formulas, and maybe the cost of getting someone to cast a spell. Presumably 1/2 the cost is materials and half labor, since you can reduce the cost by half by working. My proposal is that the credit for labor starts on day 1 and not day 5. Thats all. ![]()
Dancing Wind wrote:
No you are completely wrong. A discount is in no way the same as earning money. A discount is a reduction in a COST, earning money is increasing the amount of gold you have. If you buy a humble bundle did you get a discount or did you make a profit? Furthermore, reductions of cost is baked into the system. After 4 days of crafting an item you can work additional days to reduce the cost. So you get the item at a reduced cost. The only thing I am saying is that the first 4 days should not be given for free. They should be compensated with a discount at the same rate that day 5+ is compensated. You are confused about the rules of crafting and should go read them again. Earning income and crafting are two different things and getting a discount on goods you produce for yourself is part of the core rules. Again the only difference between the core rules and what I am proposing is the 1st 4 days of crafting. That's it. I think the same discount scale that applies from day 5 on should apply from day 1. Very simple. ![]()
Dancing Wind wrote:
Not exactly. The idea is this. Lets say we are using core rules crafting and you are making a batch of lvl 3 scrolls. that 4 scrolls, 120gp and 4 days. What I am saying is that the cost should be 120gp less whatever your daily earned income rate is for 4 days. So you should get a discount for your time of 4 days income. If you are paying the same 120gp you would if you bought them at the shop, your 4 days time is worth nothing. Earning money would be a totally separate thing and is only referenced as a comparison because when you are working for someone you are paid for every day you work. I am not suggesting doing both at the same time (getting items and getting paid income both). I am saying the discount on what you make should be 4 days of your level of income. I don't know why this is confusing? ![]()
Losonti wrote: A success at a level 5 Earn Income task earns 1gp per day, or 2gp on a critical success, for 7 or 14gp over 7 days. If I am crafting a permanent item that is level 6 or less, I have 4 days of prep time, and then do 4gp of work every day after that (6gp on a critical success). That gets a discount of 12 or 18gp for the 3 days of work remaining, unless I rush it. If I rush, then I get a discount of 24 or 36gp (32 was a typo) over those 3 days. I don't even have to make a flat check at the end to determine if the item has a quirk or not, since the DC of the flat check is 1 or lower. Are you going to be crafting permanent items 3 levels lower (I think you said you were level 9) for your party or would the items you craft for your own use highest you could craft? In comparison, wouldn't you be level 9 on earned income and not 5? ![]()
Dancing Wind wrote:
Your 3rd option is for no one to craft for the party. Not much of an option. A vastly superior and easy fix is for the crafter to get his daily rate in discount for the required 4 days of crafting. No one pays more for goods and the crafter is compensated for every day of their work ![]()
Dancing Wind wrote:
So is your group paying more for items crafted within your group than you would if you bought it in the store? If so, then you can make the crafter whole but everyone else is paying above market for the item. Either way it is a crafting problem because pay for the "4 days" is not accounted for by the crafting system. One or the other is going to be the case. Either the group is overpaying for group crafted items or whoever crafts them isn't compensated for the 4 days work(under core rules). There is no 3rd possibility. ![]()
Dancing Wind wrote:
So is your group paying more for items crafted within your group than you would if you bought it in the store? If so, then you can make the crafter whole but everyone else is paying above market for the item. Either way it is a crafting problem because pay for the "4 days" is not accounted for by the crafting system. One or the other is going to be the case. Either the group is overpaying for group crafted items or whoever crafts them isn't compensated for the 4 days work(under core rules). ![]()
Dancing Wind wrote:
They would pay, but they would pay the going rate for the item. For example if you craft a level 3 scroll, that is worth 30gp and your cost to make it in 4 days is 30gp. Thus you are working 4 days for no profit, you only recover your costs. So there is no advantage for anyone to craft for the party, its actually a time loss for the crafter. I think the crafter should be rewarded for the service to the group but even if they aren't rewarded they should not be penalized for it (ie:lose 4 days with no compensation) ![]()
Losonti wrote: My Witch is a crafter, and is currently level 9 in a level 5 settlement. Why would I spend a week of downtime to make 7 or 14 GP with Earn Income when instead I could Craft something at a discount of 24-32gp? I don't see how your example is possible. If you can give me a specific example, it would be helpful. Correct me if I am wrong but if you are spending a week crafting something for yourself or your party, the first 4 days you work for free. The next 3 days you get your earned income rate as a discount. Alternatively, if you were just working for 7 days, you would have 7 days of income at your earned income rate. ![]()
Deriven Firelion wrote:
It doesn't have to be the best but right now its the worst. To craft anything useful (magical alchemical etc) you need to use your feats that you could use for other things. You get no benefit from using those feats. You don't get better offense, better defense, exploration utility, or more gold. You gain nothing. You also are spending 4 days crafting and not saving time or money doing it. Its garbage. I feel sorry for the sucker in any party that gets stuck with crafting duties because you will spent days crafting for your party for free while the rest of your party is earning income downtime. Anyone who doesn't understand this should definitely be the parties crafter. ![]()
breithauptclan wrote:
Ok, so I think there is some confusion as to what I see as thew problem, and maybe I didn't do a good job explaining it, so let me try this again. I agree you can use crafting as a "trade" and make money like any other trade BUT that is not the problem. When you craft for yourself or your party, your cost is the same as buying from a store, assuming you are not putting extra time in to reduce cost, but either way your 4 days (core rules) is not compensated. No other skill causes you to work 4 days for free to achieve the result. Do you understand the distinction I am making here? You could work for the local blacksmith for 2 weeks and get 2 weeks pay. That isn't the problem. The problem occurs when you are crafting for yourself or your party. Then you are working for 4 days for free when you could have bought the items in town and got paid for those (otherwise lost) days by the blacksmith. The game should encourage crafting but it discourages it (assuming the same item can be bought). You should at least get a discount for the total days worked not just the extra days worked after you roll your check. ![]()
Darksol the Painbringer wrote:
The point is your 4 days (core rules) are not compensated, that is a problem because the rest of the party is earning income and you are not because you are the one with the crafting skill. If you are producing items for yourself, your party or for sale, your time should be valued the same. ![]()
Perpdepog wrote: Why is this in the rules forum? The point that is being missed here by the comments thus far is that your time should be rewarded the same. It is not worth nothing if you are crafting and worth something if you are working a trade. It should be treated equally. As it is, the only value to crafting is if the item is unavailable otherwise. This is bad design. There should be a reward for using feats for crafting or spending you downtime crafting as opposed to some other activity. As it stands there is no reward. In some campaigns there is a punishment for NOT having crafting skill and that is ok, but as long as there is a reward for having it as well. If there is only a punishment for not having the skill, that is a design flaw. ![]()
Crafting, is still broken in one regard, even with the treasure vault. You are still working for no compensation for "x" number of days (4 in the core rulebook). The standard argument is that 4 days is the cost of access to the item but this argument has a flaw. The formula and material cost is the cost of access to the item. Time should be paid for every day you work on crafting an item at your established earned income rate. So if you are crafting 4 3rd level scrolls and finish them in 4 days, your cost should be 120gp each minus 4 days of your earned income. This is a minor tweak and will not harm game balance but it does allow a crafter to earn income equal to someone working at another job and not give their first 4 days away for free. Crafting is not a way to get rich. In fact, right now it earns less than any other side job because you are giving some amount of days away for free (4 in the core rulebook and 1-6 under the alt rules). In a correctly balanced system, crafting should be the most profitable of the possible "professions" because it costs you feats and skill increases that either mostly or completely are income generators. As it is, if you are crafting magical items, for example, you have at least one feat used up for magical crafting and you are earning less per day than anyone doing anything else. Bottom line is that investments in crafting are a losing proposition. Maybe in a campaign with no access to appropriate leveled gear it is a necessary evil, but it is an evil nevertheless. |