Crafting Feats and Character Creation Discounts


Pathfinder First Edition General Discussion


I know I'm rehashing an old argument, but in light of the new crafting rules, I thought I would re-open them for discussion.

Now, virtually everyone has access to crafting any and all magic items. Granted, those who don't cast magic spells have somewhat of a disadvantage at making them, but they are still capable of doing so, provided they put as much due dilligence into crafting as a spellcaster does.

As things stand, players who specialize in item crafting that fail to receive a crafting discount have 3 choices:
1) Create a character that's light on equipment, but heavy in treasure, to take advantage of item crafting capabilities and crafting rules.
2) Create a character that's equally equipped as other characters, but suffer feat penalties. (Note that these players often mutter sweet obscenities when they receive crafting requests from other players, and face ire if they don't go out of their way to boost party value.)
3) Just drop the crafting feats altogether (and any crafting classes, while you're at it). If the party simply can't afford it, then it either goes without, or it goes dragon-hunting.

Going further along in this vein, should certain classes that rely almost exclusively on their ability to craft items get special consideration?

To me, a class that isn't so great at direct combat, relying exclusively on consumables, should have the following properties:

1) Be able to "break even" with other classes in terms of equipment and abilities.
2) Be able to outshine their counterparts if they are running through their personal expenditure.

In other words, I feel the classes should be able to equip themselves relatively equally while still being combat-worthy. If a character is forced to use consumables as their sole source of emulating class abilities, there is no way for them to be able to both equip themselves and pay for their attack/defense abilities.

Your thoughts?

Liberty's Edge

I just created a topic on this very issue in the Houserules section. Strange that a player in my game posts something like this so shortly afterwards....


Forgottenprince wrote:
I just created a topic on this very issue in the Houserules section. Strange that a player in my game posts something like this so shortly afterwards....

Great minds think alike?

Oh, and apologies on creating a duplicate post. I didn't see yours at the time I was typing mine.

Liberty's Edge

Takamonk wrote:
Forgottenprince wrote:
I just created a topic on this very issue in the Houserules section. Strange that a player in my game posts something like this so shortly afterwards....

Great minds think alike?

Oh, and apologies on creating a duplicate post. I didn't see yours at the time I was typing mine.

I figured, but decided to pick on you anyway. I think I know what I'll be doing for the game. I'll send out an email on Saturday.

Liberty's Edge

1 person marked this as a favorite.

What I've done in my games is just allowed the player to start with more equipment than the rest of the party if they can craft the items they require by taking 10 on the craft roll. This may seem overpowered, but lets consider two factors:

Number one, as it was pointed out they have less power because they are deprived of other useful feats by taking craft feats. They're basically exchanging feats for more starting treasure, which seems perfectly reasonable to me.

Number two, as they party receives magical treasure, they can either take it or sell it for half value. How much does it cost to craft an item? You guessed it, half price.

(Math: Full item can be sold at half price, leaving half gold. New item can be crafted using half gold to make a Full item. Full item = sold for half price = crafted for half price = Full item.)

So all the item crafter gets at that point is a little more choice into what magical items he has - assuming he is willing to spend the time needed to craft them.

Thus, his higher wealth gradually becomes less and less substantial as the party continues to adventure, with the exception of the GM who gives out more than 20ish% of the treasure in coins. Simple solution there, give out more items that the party either has to take, or sell for half value.

This method has worked to keep the players happy as well as provide proper game balance. Much better than just tossing the craft feats out the window, wouldn't you say?

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