
Theomniadept |
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Problems I have with the "explanations" proposed thus far:
1. Stop trying to compare it to real life. It's a nice basis for...level 1. And not one level further.
If you want to bring in exact real life duplicates, will someone explain exactly how the Alchemist can mix a volatile reaction safely, throw it, have it explode on impact, never suffer from an accidental hand detonation, and also do this without incurring any material costs? Where are these "cheap enough to be everywhere" material components?
2. Sure, the master craftsman -could- take two years for a suit of armor. Problem? Magic does it better. There's literally no reason for someone to train in smithing armor or weapons if a mage can do it infinitely faster.
Also, someone said making armor is the work of an entire workshop? Yeah, in real life. Aid Another adds +2 to the check and you only get one Aid Another bonus. The system doesn't allow for a large amount of people to just take measurements and craft separate pieces of the armor, liek 1 guy making the pauldrons, 1 making greaves, and the master making the chestpiece.
Pathfinder was supposed to balance 3.5 and allow players to actually be good at what they invest the feats and skill points into. I do have to ask; how do we bring these issues to the game devs? I mean they're working on books that add a bunch to their world but the end result? Who cares when your players want 1 thing and you have to houserule it on the spot and even then how good is the houserule going to be?
Magic items are nice in this aspect; I like the idea of magical tools that only function in the hands of a skilled crafter. But these items just don't make it worth it to invest more ranks. 6 ranks in every craft, use those Amazing Tools, make everything in days.
Seriously, trivializing Craft to the minute details was what 3.5 did and that's why Craft and Profession in 3.5 were as useless as Use Rope and Open Lock.
Mark Hoover, I realize you want to have the PCs do a bunch of RP stuff. Problem? Yes. None of that is in the rules. At all. Your idea of a Forge Master with a hundred apprentices? Not possible when one item requires a certain amount to be made in crafting and you can add exactly 1 Aid Another.
The rules just don't differentiate between crafting on the road and crafting in a dedicated situation. Technically speaking the rules only say you need Artisan's Tools, and one set of these tools can apparently make armor, weapons, bows, or alchemical items. There needs to be waaaaaay more detail than what is given.