| Theomniadept |
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Crafting items seriously just isn't a viable option for the players. I thought Pathfinder would make it actually viable when taking it in from 3.5 but let's face it crafting still takes forever.
First of all, in any realistic sense the players would probably need to craft their own equipment given their class. Example: The quintessential Adamantine Full Plate Armor. Unless you're dexterity based or a spellcaster, this is the armor the character in question would eventually wear.
Except that the crafting rules require you to craft 1500 gp worth of the armor, with 9000 gp worth of the masterwork component (adamantine). Your crappy littLe craft check is in silver pieces. Per week.
Now to buy this from an NPC? Ignoring the fact that full plate must be made to a certain person, this is way too expensive to make in any sensible time. Unless your NPCs just live in the realm of DM fiat (a terrible tool), the average Expert at level 10 would have a craft check of:
10 ranks
3 from trained class skill
3 from skill focus (armorsmithing)
2 from Master Craftsman (armorsmithing)
4 from Intelligence of 18 (generous for an NPC)
totalling 22.
On a take-10 of 32, those DCs are easily boostable by 10 as per the "fast craft" rule (hah fast crafting), meaning that going off the DC 30 adamantine this expert crafts 960 silver, or 96 gp per week.
WOW. That means it will take him 93 weeks just to make the adamantine component. That's over two years to make a suit for one person.
This is clearly just an NPC, right? Now let's take a maximized character. I had this Dwarven Defender character I liked to play who crafted his own armor (had a large backstory based around dwarven shenanigans relating to this). So I looked at how I could max the crap out of this. Ready?
3 from trained class skill
3 from skill focus (armorsmithing)
2 from Master Craftsman (armorsmithing)
2 for the dwarven alternate trait relating to crafting with metal
2 for a reasonable Aid Another every day assuming there are forge hands and apprentices helping
10 for having a Synaptic Mask with a +10 Shard in it corresponding to Craft (armorsmithing) [Only available if Psionics Unleashed is allowed]
2 for having masterwork tools
10 ranks assuming a level 10 character.
Now, this characters armor had AAAAALLLL the stuff. All 3 optional modifications making the full plate part cost 4050 and the adamantine part cost 9000.
On a take 10 check of 44 (WOW), that's crafting:
44 x 39 = 171.6 gp per week, 23.6 (rounded to 24) weeks for mundane part
44 x 40 = 176 gp per week, 51.1 (rounded to 52) weeks for adamantine
Yikes. That's 66 weeks for the armor. No adventuring party is just going to take over a year off. This needs changing.
Not convinced? Okay, so your archer wants a composite bow. There's a freaking enchantment that mitigates the strength modifer problem. For a measly 1000 gold (500 for those with someone in the party with Craft Arms and Armor) you just need to make a Masterwork Composite longbow without the strength modifier. That's 300 for the masterwork component, 100 for the bow itself. A simple character at 5th level can have a craft of 10, enough to make the take-10 DC 20 masterwork check.
That's 20 x 20 = 40 gold per week, 8 weeks for masterwork
20 x 15 = 30 gold per week, 4 weeks for the composite bow
This is with only Aid Another and 5 ranks in a class skill. Minimal investment but it still takes 12 weeks!
What sickens me the most?
"You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day)."
Guns are made like magic items. Seriously? In a few days one guy can go through the complicated process of treating metal, forging it into a perfect cylinder, cutting a wooden stock, treating the stock, and making intricate mechanisms for firing.
Rule number 1 of any tabletop game: if a player wants to specialize in something it should bring benefit. This is some 3.5 garbage here. It actually discourages players from doing this just through time cost.
Now I know the converse problem: if a player can craft something in a short amount of time he can make a lot of money, right? Crafting at 1/3 and selling at 1/2. I've done the math and it roughly works out to where selling something you craft repeatedly and simply using Craft as a Profession check (which it does say can be done) makes about the same amount of money, give or take depending on your ranks, what you can craft, the most optimal way to use time, etc.
Paizo, please. Gunslingers tick me off to no end and then you give them the ability to work for a couple days and come out with a revolutionary double barreled gun. Archers take weeks to carve wood. Armorsmiths can't even risk taking a holiday else it interrupts their crafting. This system clearly needs a revision.
I mean seriously, even with outside sourcebooks it STILL takes over a year to make adamantine armor on a craft-optimized character.