Item creation feats = boring treasure hoards?


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ok, i've just been informed in another thread that most people rule the item creation feats don't actually allow you to make items half price, as this would allow you to overcome the wealth by level guidelines, effectively doubling the amount of magical treasure a character with these feats has vs one that doesn't.

so i'm wondering, how common is this idea, and if you subscribe to it, i see only two solutions.

1. ban item creation feats

2. treasure hoards only contain weapons, armor, gear, and magic items as these are the things that sell at half price. actual money, jewelry, and trade goods such as spices and silk a character can sell full price, and thus use the item creation feats in an inappropriate way (if you buy this interpretation), and thus can never be part of a horde as the item creation character would be able to sell these off full price.

what are the general thoughts on this?


Whoa there! The thread I think you are referring to was about creating characters at higher levels, (And I suppose initial character creation.)

The idea was that a character could start with 200% of his wealth by level, by crafting the items himself. The Big Debate was about whether you view the numbers on the chart as being what you start out with on Day 1 of the adventure (if everything was bought at full price), or what you can spend in the months leading up to Day 1.

I think the majority of people felt that crafters should be able to use between 10%-50% of their gold to craft stuff (thus getting it for half price). Although some (i.e. Me) felt that everything should be bought at full price, others thought that everything can be crafted at half price.

Note: This is ALL about initial character creation, NOT about crafting in an ongoing campaign. In an ongoing campaign, I think people who take crafting feats are supposed to craft, use, and use up, more magic items then non-crafters.

Dark Archive

I don't think this is really a problem. I've never seen a player with item creation feats make more than just a few items. They're usually too busy -you know, adventuring. Have you had a player go ridiculous on item creation?


Basically put with "wealth by level" no matter how you acquire that wealth the total amount you should generally be around is your wealth at that level.

IF the PC's go out and make a bunch of magical items and end up over wealth for their level go ahead and take a few items out with sundering, theft, magic items being used up, and just replace them slower until you're back at the balancing point.

For example lets say I make two +3 weapons, a +3 armor, a +3 shield at around level 10. That's 36,000 for the weapons, 18,000 for the armor and shield... and lets get a bit crazy and make a staff of healing too (it's a cleric). Now I'm over my wealth for the level. However if you have us fight a lot of say, constructs and things without much wealth by the time I'm level 11 I'll be closer to being back on track for my wealth by level since you didn't give a lot of stuff out during that time.

It's a balancing act, and requires the DM to keep an eye on what's out there, but no more so than when he hands everything out too. In this case the players can simply get what they think they need.

Overall for each item creation feat I generally allow a bit more wealth than normal, since they burned up a feat for it (that they could have taken something more immediately useful instead of), but I don't let them ever double their wealth.


Fergie wrote:

Whoa there! The thread I think you are referring to was about creating characters at higher levels, (And I suppose initial character creation.)

The idea was that a character could start with 200% of his wealth by level, by crafting the items himself. The Big Debate was about whether you view the numbers on the chart as being what you start out with on Day 1 of the adventure (if everything was bought at full price), or what you can spend in the months leading up to Day 1.

I think the majority of people felt that crafters should be able to use between 10%-50% of their gold to craft stuff (thus getting it for half price). Although some (i.e. Me) felt that everything should be bought at full price, others thought that everything can be crafted at half price.

Note: This is ALL about initial character creation, NOT about crafting in an ongoing campaign. In an ongoing campaign, I think people who take crafting feats are supposed to craft, use, and use up, more magic items then non-crafters.

no no, i'm just trying to get a feel for how many people actually think item creation feats do not actually let you craft anything for half price.

if i'm a half orc wizard who starts with an arcane bond to my masterwork falchion, and all my treasure comes in the form of gold, jewels, and trade goods, when i get to fifth level does this or does this not allow me to add abilities to my falchion for half what it would cost the fighter?

if you say no, the wizard can't actually save any money to have a more powerful weapon than the fighter for the same cost, how do you enforce this? item creation feats just don't exist, or treasure hordes don't actually contain any money or trade goods? or is there some third option i'm missing?


Ok item creation feats allow you to craft at half price... however you are unlikely to end up with more wealth than anyone else due to the idea of wealth by level. Most likely you'll simply end up with exactly what you want instead of what ever "drops" from the monsters.

RPG Superstar 2010 Top 16

Abraham spalding wrote:
It's a balancing act, and requires the DM to keep an eye on what's out there, but no more so than when he hands everything out too. In this case the players can simply get what they think they need.

This is a very important thing to understand. If the GM is keeping a proper eye on things, the treasure you find will be more or less depending on what you've already got. If I'm doing it right, you won't even notice during gameplay; but that's the only way WBL can be maintained.

There's a reasonable argument for an item creation feat allowing you to go maybe 15% over-budget, since some of your treasure is in coins, gems and other full-exchange items. (That puts you roughly halfway to the next level's allotment; and yeah, it'll be taken out of your future loot.) And as I mentioned in the other thread, I'll let you blow your entire wealth on item creation rather than enforcing an even distribution of item types on the "mostly, you found them" principle.

Edit: To clarify, the benefit of item creation feats is that they allow you to trade the stuff you find for the stuff you want, with zero loss. Let's say you've found a +2 flaming longsword, and you want a +1 holy longsword. They've got the same value, but you can't just trade one for the other. Most characters will be stuck with the flaming sword until they can save up some extra cash. If you've got Craft Magic Arms and Armor, no such limitation exists: you can convert between equal values rather than having to sell at half price and buy at full.

That you can even find a buyer for that magic sword in the first place, by the way, should be considered miraculous. In fact, I suggested a brokerage model in another thread: want to sell some gear? Contact a broker, put it in escrow, and go on an adventure (slightly under-geared). They'll find a buyer for you while you're out, and you'll get your money when you come back. Or, y'know, use what you find because sometimes something is better than nothing. :)


Abraham spalding wrote:

...

For example lets say I make two +3 weapons, a +3 armor, a +3 shield at around level 10. That's 36,000 for the weapons, 18,000 for the armor and shield... and lets get a bit crazy and make a staff of healing too (it's a cleric). Now I'm over my wealth for the level. However if you have us fight a lot of say, constructs and things without much wealth by the time I'm level 11 I'll be closer to being back on track for my wealth by level since you didn't give a lot of stuff out during that time.

It's a balancing act, and requires the DM to keep an eye on what's out there, but no more so than when he hands everything out too. In this case the players can simply get what they think they need.

Overall for each item creation feat I generally allow a bit more wealth than normal, since they burned up a feat for it (that they could have taken something more immediately useful instead of), but I don't let them ever double their wealth.

well, your cleric actually would have had to burn two feats to make weapons and a staff.

and what do you do about say the barbarian weaponsmith that maxes out a craft skill, burns two feats on master craftsman and craft arms and armor, possibly a skill focus as well since his dc's are going to be way higher generally, and wants to make a kick ass weapon. he's allowed only a "bit" more wealth as well? that seems.... rough.


angryscrub wrote:

well, your cleric actually would have had to burn two feats to make weapons and a staff.

and what do you do about say the barbarian weaponsmith that maxes out a craft skill, burns two feats on master craftsman and craft arms and armor, possibly a skill focus as well since his dc's are going to be way higher generally, and wants to make a kick ass weapon. he's allowed only a "bit" more wealth as well? that seems.... rough.

It's VERY rough, it's why in a game that runs like that I'd never use an item crafter.

In my own campaigns, I've tweaked the rules a bit. I've dramatically accelerated crafting to the point where you craft about 1,000 gold's worth per hour (meaning you can often craft during adventuring) and I've changed the craft price from 50% to 75%.

In that way, the crafter is not giving up a massive portion of his character's time in game, and he saves a healthy amount of money on his gear.


For 'Starting Gear', irrespective of level, I'd rule that everything was full price.

This preserves initial balance, and saves disputes.

Otherwise we would need to make similar rules for mundane skills as well and then it becomes a PITA. Everyone would take a rank in Armourer and Weaponsmith at level 1 and just start annoying the GM :p

Where the whole show should come into play is during the campaign proper, and frankly I don't mind the mechanics - even if I think they are a bit on the 'easy' side. Crafting Magic Weapons should be a dead-set time consuming chore, and not something lightly entered into (imo).


Yeah item creation is generally one of those "advanced" issues that every DM and group as a whole has to figure out for themselves.

But for the barbarian -- I generally allow creators to take 10, and the amount of actual time taken varies based on what's being made and how soon I want it in the campaign... sometimes I even let them get started and throw a juicy adventure hook at them in the middle simply to get them to drop the item for the time being (generally they'll not "lose" their progress).

How much "over wealth" I let them go partly depends on how many feats they are sinking into it. For a wizard that simply grabs craft wondrous item he's not going to get much from it. A barbarian with master craftsman and craft weapons and armor and skill focus will probably go a bit further over than the wizard will (for the simple fact it took him 3 feats to get near the same point and a skill that isn't directly useful during adventures, unlike spellcraft).

Again it's a balancing act, and something the DM will need to watch carefully. Also just because they have the money to make doesn't mean they have the place to make it immediately. Generally I do my best to allow them to get what they want... it might simply be delayed a little or not in a method they expected.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
angryscrub wrote:

ok, i've just been informed in another thread that most people rule the item creation feats don't actually allow you to make items half price, as this would allow you to overcome the wealth by level guidelines, effectively doubling the amount of magical treasure a character with these feats has vs one that doesn't.

what are the general thoughts on this?

During regular home game play, there is not much of a problem with crafting. As it can be controlled by the GM both in terms of time allowed for the PC to craft and by wealth given as trade goods/coinage.

The wealth by level guideline is not strict. Its guide/tool that the GM uses to balance encounters against. If characters are significantly ahead of the guideline they are going to be more powerful, if they are significantly behind they are going to be less powerful.

You should reward players investing in crafting/wealth gain with feats/skills/roleplay. Let them exceed the wealth by level guideline by a reasonable margin. If they start to exceed reason, (my personal guideline is if they have wealth greater than the recommend level for their level +1, ie they just hit 10th level but have 11th+ level wealth) then start reigning them in. (Or if they hit 10th level and still don't have 9th level wealth you may need to adjust the other way regardless of how philanthropic they might be)

At character creation it can be more problematic. At this point in time the GM has lost most of his control over both the time to craft and wealth to craft with. Because of this crafting at creation needs to be governed quite a bit closer.

Liberty's Edge

For during a game, I allow those with item creation feats to have a *bit* more wealth, but I agree with tej that it is a feat for the purposes of having the item you want much more than it is about increasing wealth.

For character creation I allow people to have the items that they can craft at the craft price... if they do the checks to make it in front of me. Failure means loss of wealth as normal. For magic items I do the check for them (in case they end up with a cursed item and don't know it yet).
The reason I allow this is that it lets the person get some benefit for using up their feats from early levels on item creation without making it a sure thing. Also, going along with the idea that the purpose of item creation feats is to make sure you get the item you want, then if you didn't do something they be purpose-less to characters started at higher levels since all characters get to pick whatever they want.
It all comes down to a judgement call. If the person is creating "item of unbalancing doom" using this ruling I generally say "err... no" to prevent them from getting out of hand, but usually the items they make are only a slight and temporary boost.
In one case I used this rule with another DM to make one my characters possible to play. He was a Kobold who had invested a lot in disguise to appear like a different race so that he could avoid being killed on sight by most others, so he spent some of his initial money on crafting a vest of disguise, which he couldn't afford unless he did the crafting.


Maezer wrote:


At character creation it can be more problematic. At this point in time the GM has lost most of his control over both the time to craft and wealth to craft with. Because of this crafting at creation needs to be governed quite a bit closer.

One way to limit this is to simply state how much time they have for item creation and how much of a percentage they can go over wealth by level with creation...

For example you might say they have 2 weeks and 10% per feat spent on item creation.

RPG Superstar 2009 Top 16, 2012 Top 32

Abraham spalding wrote:
Maezer wrote:


At character creation it can be more problematic. At this point in time the GM has lost most of his control over both the time to craft and wealth to craft with. Because of this crafting at creation needs to be governed quite a bit closer.

One way to limit this is to simply state how much time they have for item creation and how much of a percentage they can go over wealth by level with creation...

For example you might say they have 2 weeks and 10% per feat spent on item creation.

That's close to what I do.

For me, starting wealth per level equals the total amount of stuff you acquired before doing any crafting. I set limits on what percentage of that wealth can be a given type of stuff. Then I declare an amount of time that can be spent crafting before the start of play, using only the stuff purchased with starting wealth as raw materials.

Grand Lodge

There's always a thread that comes up like this every now and then and we have to sit through the same process time and time again.

What the OP didn't disclose was the background behind his rant.

Many DM's start high level campaigns by giving players a set wealth level to buy magical gear. I presume that our OP was told by his DM that he couldn't "Double" his starting loot by taking item creation feats and claiming that all his gear was crafted.

And that's right. I wouldn't have allowed that either. If this was for a one-off one shot, I'd have suggested that the feats be spent elsewhere, if it was for an ongoing campaign I might be willing to give a SLIGHT bit of leeway. but remind the player that he's getting the luxuury of creating a high level character to his desire and that he concentrate on long-term consequences instead of trying to cheese an up-front advantage.

And then of course the rant will argue for or against such a position, it will continue for a few pages and then everyone will eventually leave out of exhaustion holding the same views they had when entered.

Dark Archive

Item creation feats not only double loot; they also penalize one player in the group with stunted XP growth. It's not a big deal; if that player ever falls behind by a level he gets the "mega XP growth", but the point is it doesn't adversely affect the group much. Meanwhile you have to start raising CRs; both because you allowed the party to get whatever they want and they effectively doubled their treasure.

Personally I like the way its done in Shackled City; the city gives you a loot list that you can acquire based on the reputation of your group, it has some of the staples on it, but not all; and the items available certainly aren't on the level of the ones you have found. And I just ban out all Item Creation Feats (or anything that resembles a feat which increases loot, like the talent that does such). It makes interesting treasure piles and keeps the party reasonably in control.


XP is no longer subtracted for making magic items.


wraithstrike wrote:
XP is no longer subtracted for making magic items.

Aw, c'mon Wraith, next you'll be telling us that grapple works differently, character creation has changed, feats aren't the same, or that Pathfinder isn't 3.5 with a different cover. Stop joking around.


LazarX wrote:

There's always a thread that comes up like this every now and then and we have to sit through the same process time and time again.

What the OP didn't disclose was the background behind his rant.

Many DM's start high level campaigns by giving players a set wealth level to buy magical gear. I presume that our OP was told by his DM that he couldn't "Double" his starting loot by taking item creation feats and claiming that all his gear was crafted.

And that's right. I wouldn't have allowed that either. If this was for a one-off one shot, I'd have suggested that the feats be spent elsewhere, if it was for an ongoing campaign I might be willing to give a SLIGHT bit of leeway. but remind the player that he's getting the luxuury of creating a high level character to his desire and that he concentrate on long-term consequences instead of trying to cheese an up-front advantage.

And then of course the rant will argue for or against such a position, it will continue for a few pages and then everyone will eventually leave out of exhaustion holding the same views they had when entered.

haha. Rant? I just reread what I wrote and I think you're exaggerating a bit there. And no, this is so not because of anything that happened in a game, but because of a build I posted in the DPR thread. Banning of item creation, or completely needing both those feats and the craft skill, has actually never even been discussed in any game I've ever played in. This actually took me totally by surprise so I was trying to get a feel for the general opinion. And so far it's very odd to me, I must say.

Dark Archive

wraithstrike wrote:
XP is no longer subtracted for making magic items.

Ah; just starting my first PF home game; and PFS also used no item creation rules for obvious reasons. In LGR characters with them were insanely powerful; the XP loss was an advantage, not a disadvantage, there (the characters ended up lower level with more loot; so would "wipe" the low-tier modules).


Mynameisjake wrote:
wraithstrike wrote:
XP is no longer subtracted for making magic items.
Aw, c'mon Wraith, next you'll be telling us that grapple works differently, character creation has changed, feats aren't the same, or that Pathfinder isn't 3.5 with a different cover. Stop joking around.

But, but, it did change. I'm not joshing ya. It really did.


Item creation feats are always going to be problematic. As someone mentioned above, they work well when used to convert +1 Sword of Stuff I Don't Want into +1 Sword of Stuff I Do.

As long as the wealth system is tied to the power system, anything that deals with item creation is going to be troublesome.

Edited: Because grammar matters.


That's true, but even with the "extra" wealth that the group gains from the spellcaster being able to craft magic items, said spellcaster will be losing out on metamagic feats or feats that could make his spells harder to save against or that allow his touch attacks to hit better or penetrate spell resistance, so over the course of the campaign, is having an extra +1 weapon quality in the party going to make up for a couple of spells that didn't go off when they might have because the caster could boost his own combat effectiveness?


I wouldn't allow a starting character to double their wealth by item creation feats either, even though I do subscribe to the interpretation that allows item creation feats to let you craft things at half level. I'd allow a starting character to craft gear after the point they took the item creation feat, so they have to spend the wealth up until the level the feat is taken at full price, like it would happen as if they were leveling that character up in a full game.

I'm a little wary of holding to the idea that characters should be created as if they were leveled up from scratch (though I can't think of another area where it matters) but I think it's reasonable in this context. I don't mind magic item creation in game because the wealth gets shared, but with starting characters the other players will generally start by buying things at full price and the player with item creation feats ends up over-geared relative to the group, unless they coordinate character creation (which generally doesn't happen for my games). In game the long crafting times also serve as a check on how much wealth you can increase by crafting, which also doesn't exist when creating a high level character from scratch.

tejón wrote:

Edit: To clarify, the benefit of item creation feats is that they allow you to trade the stuff you find for the stuff you want, with zero loss. Let's say you've found a +2 flaming longsword, and you want a +1 holy longsword. They've got the same value, but you can't just trade one for the other. Most characters will be stuck with the flaming sword until they can save up some extra cash. If you've got Craft Magic Arms and Armor, no such limitation exists: you can convert between equal values rather than having to sell at half price and buy at full.

I don't see how this matters. You're assumed to have a certain amount of wealth at every level, the DM controls the loot drops to match the wealth by level guidelines. If stuff sells for half, you drop twice the wealth by level guidelines in loot (ceteris paribus, assuming you're only dropping items and not coins/tradegoods). If stuff sells for full, you drop the exact amount listed. It washes out to the same place.

As for the original topic, I do think item creation feats let you double your wealth, effectively. Whether this is a good thing is a different question, but I see no reason why it would let you craft things at half-cost if this weren't the case. There are no restrictions on sale of items in the game I'm aware of; there's no reason to think you can't sell all the loot you get in the game until you hit the wealth by level guidelines and then get to crafting with all that gold. If the wealth by level guidelines were supposed to remain intact with creation feats, items would simply cost full price to build.

Incidentally I've always found the loot system for D&D to be a pain in the ass. The problem with it is that when you drop 10k worth of items, that same item pile could be worth 10k if the players use all of it, or it could be worth 5k if they sell all of it. To keep within the wealth by level guidelines, you have to keep track of how much money you hand the players in the form of items plus how much money you've handed them from item sales. What a book-keeping headache. I've long house-ruled it that items sell for full price. That way it doesn't matter to me whether they use what I drop or not and I can get away with only tracking what loot I've dropped.

Liberty's Edge

My group takes care of the "how much wealth should we have?" problem by not caring about it until it gets crazy enough that we go "... wait a second!"
This actually happened recently where we were having plenty of fun and at the end of a session realized we were at level 3 wealth as level 7 characters.
In my opinion, by allowing the story to dictate how much stuff you get, you tend to have a more natural feel to the world. Every once in a while you get lucky and find a treasure stash, and sometimes you get unlucky and get robbed in the night.
I think any DM that feels obligated to rebalance wealth more than once every couple of levels is working to hard to follow an arbitrary guideline. Sure, the guideline is there to keep balance, but so are you.

Going back to the creation feats at character creation shpeel: The entire problem is that when created well above the level that the character receives their item creation feats, they seem to gain nothing out of that feat for several levels of their career. Whether talking about optimization or not, that just seems weird.
Since you have to take different feats for different kinds of items, I just say "let's roll your craft check" for anything that they can make. If he fail, tough luck on applying that wealth. Succeed? Good for them.
If someone gets too much stuff, just let them help balance the party out after the game has started, then guide the wealth from there.

Oh, I would definitely put restrictions on those discounts for items that are class/race/skill/alignment restricted. Or increase the DC of the check. Stack all those discounts and suddenly that 36,000 item only costs 5,556g6s (assuming you multiply the discounts rather than add them).


In regards to the limitations, I'm pretty sure I remember a Paizo post that said the discounts only apply to the market price, not the crafting cost.

Grand Lodge

Thalin wrote:
wraithstrike wrote:
XP is no longer subtracted for making magic items.
Ah; just starting my first PF home game; and PFS also used no item creation rules for obvious reasons. In LGR characters with them were insanely powerful; the XP loss was an advantage, not a disadvantage, there (the characters ended up lower level with more loot; so would "wipe" the low-tier modules).

That was why LGR changed the rules to make you track your total ever earned experience, said total not being reduced by XP spent for item creation. The campaign had an enforced retirement rule, people were using Xp expenditures like this to both defer the mandatory retirement and turn themselves into glowing Xmas trees of magic.

To avoid the problem entirely, Pathfinder Society Play allows for NO item creation whatsoever. Wizard characters receive a Spell Focus feat of thier choice to replace Scribe Scroll at first level.

Dark Archive

tejón wrote:

Edit: To clarify, the benefit of item creation feats is that they allow you to trade the stuff you find for the stuff you want, with zero loss. Let's say you've found a +2 flaming longsword, and you want a +1 holy longsword. They've got the same value, but you can't just trade one for the other. Most characters will be stuck with the flaming sword until they can save up some extra cash. If you've got Craft Magic Arms and Armor, no such limitation exists: you can convert between equal values rather than having to sell at half price and buy at full.

This is also exactly what I like to avoid; in general, I want wealth found out looted to be better than you could afford just by buying it. So if I place a +2 Flaming weapon, I don't want them to just think "Oh, I'd rather have a +1 Holy weapon. Bam, here we go". This leads to those "optimal builds" that tend to break the game :).

A lot of my goal is to actually make a game WORK to level 20. Part of it is to limit spells (they actually did a pretty good job of hitting most "worrysome" spells; and I asked the players to just be careful to not try to find "world breaking combos" if they were playing a full caster at the high levels). So that's a lot of the reason I am glad Shattered City offers up the tiered magic item list, and why I am preventing magic item creation feats.

Grand Lodge

Sarandosil wrote:

I wouldn't allow a starting character to double their wealth by item creation feats either, even though I do subscribe to the interpretation that allows item creation feats to let you craft things at half level. I'd allow a starting character to craft gear after the point they took the item creation feat, so they have to spend the wealth up until the level the feat is taken at full price, like it would happen as if they were leveling that character up in a full game.

The whole point of setting a wealth level is that this is my target as to how much gear you should have... PERIOD. Now if this is an extended campaign and you want to make items AFTER we start, fine. but item creation feats aren't going to be used as an endrun around the parameters I set as a DM. You'll notice also that neither the original nor the Paizo WBL tables had any adjustment for item creation feats, an omission I'm pretty sure was intentional. the IC feats allow for more choice into what gear you may acquire as an outgrowth of actual play. Using them for prehistory is unneccessary when you're generating characters as everyone is choosing thier gear anyway.


LazarX wrote:


the IC feats allow for more choice into what gear you may acquire as an outgrowth of actual play. Using them for prehistory is unneccessary when you're generating characters as everyone is choosing thier gear anyway.

Yeah... except everybody else actually gets feats they can use like power attack or quicken spell, while your stuck taking some worthless piece of crap that doesn't change anything.

I'll admit I toned it back from doubling to increasing by 1/3, but by the same token I nearly destroyed the time limitation on crafting magic items as well.

Honest truth, neither I, nor anybody I game with would ever take an item creation feat if all it did was 'reshuffle the wealth'

Having meaningful treasure is one of the reasons we have DM's, instead of just running against a statistical dungeon and rolling on random treasure tables.

Grand Lodge

kyrt-ryder wrote:


Yeah... except everybody else actually gets feats they can use like power attack or quicken spell, while your stuck taking some worthless piece of crap that doesn't change anything.

I'll admit I toned it back from doubling to increasing by 1/3, but by the same token I nearly destroyed the time limitation on crafting magic items as well.

Honest truth, neither I, nor anybody I game with would ever take an item creation feat if all it did was 'reshuffle the wealth'

Let me correct you on the first part. You weren't "stuck" on taking item creation feats, it was a choice YOU MADE. You could have taken a metamagic, or even a general feat but you chose Item creation because by your own admission you wanted more magic items up front, plain and simple. That kind of weakens the impact of the rest of your post.


If a character at Xth level has 10.000 gold to spend on items, it represent the total worth of those items. Whether he buys 1 item of 10k or crafts one for half price and states he has 5k left, it doesn't matter. For game rule purposes, the item is worth 10k.

Starting money counts for buy-value of items, not craft value. A simple rule imho. Afterwards you can go wild with your creation feats of course.

Sure you can say that it means the player didn't get use out of the feat for all those levels and that he thus made a sacrifice for it. But the same can be said for a player who took the toughness feat, which works best for earlier levels since it doesn't really scale well. That player missed the period he benefited best from that feat. It's a choice you make. You can also NOT choose an item creation feat and wait till you level up in actual play before taking it.


For the record, I have vehemently argued that character creation + item creation strictly allows an abuse of WBL, but I have never argued that in-game use is not completly appropriate.

That said, I allow crafters in-game to violate WBL, because they are absorbing a non-monetary opportunity cost. And I love handing out treasure hordes of art items, bulky valuables, and luxury goods. Partially because I get sadistic satisifaction out of seeing others figure out how to cart it away, and partially because many players would actually rather keep some of the items rather than sell them for a pittance. Magic items my players usually get from the enemies hands or quest for them for the special properties. Having a crafter in the party actually makes it easier for me to have the colorful hordes I usually give out. In absence of a crafter, I have NPC guilds/allies that can do the same, but will charge slightly more (80% market price if negotiated properly). I dislike magic stores, and remove them whenever possible.

As an aside, these low-cash, high-goods hordes have encouraged the Dark Sun players to open their own store, where they can eventually get full value for the valuables. It makes them a fully invested part of the city rather than a group of wanderers.

Grand Lodge

I find this thread quite interesting.

I have been in and run games where item creation is a fairly regular event. I have never once had it be an issue that players become substantially more powerful because they create their own items at less price.

It seems to me the wealth per level rules are designed for the GM to have a ballpark of general wealth to award. Not what maximum wealth level the PCs are able to obtain through play.

To limit a character who has several item creation feats makes no sense what-so-ever. He has sacrificed part of his character development in order to create these items.

It would be like limiting a Fighter from using feats that improve his To Hit chances, because it raises his score above his BAB that is listed in the book.

Simply put, the character with item creation feats has already paid the extra penalties required in order to create items at less cost. To add further penalties is just cruel.

But this thread does raise interesting questions... maybe I SHOULD start limiting Fighters in what feats they can actually use... mmmm...

Dark Archive

It doesn't just help him. One person takes Craft Wonderous, suddenly the entire party gets stat items at half off. Suddenly those +6s are available way before the GM wanted. Treasure from the dungeon immediately gets transformed into GP for optimization.

You can say correctly the DM can adjust the money found, but then what? People are still min-max twinking, and you're having to assume that all Item Creation feats are available (poor fighter begging a cleric/wiz to take craft arms).

It's not worth it; it leads to treasure hoarded being uninteresting and the game devolving into a min-max twinkfest. I've played old 3.0 this way; that is what happened there, and nothing has changed where I feel it would be different.

RPG Superstar 2010 Top 16

Krome wrote:
It seems to me the wealth per level rules are designed for the GM to have a ballpark of general wealth to award. Not what maximum wealth level the PCs are able to obtain through play.

But that's exactly wrong. The wealth-by-level rules are part of the CR system; if the players' gear is too good or too poor, the difficulty of an "appropriate challenge" changes.

If you don't use CR at all, WBL can just be tossed out the window. Nothing wrong with that if it's how your table runs. But if you want to take advantage of that tool, you have to stay within its parameters.


Thalin wrote:

It doesn't just help him. One person takes Craft Wonderous, suddenly the entire party gets stat items at half off. Suddenly those +6s are available way before the GM wanted. Treasure from the dungeon immediately gets transformed into GP for optimization.

Only if you have a few months downtime between every adventure. Most campaigns are relentless in time-pressure. At least the ones I play in.

Since we're adventuring most of the time you can spend like 2-4 effective hours tops. Providing +6 items for the party takes many months, while a session generally lasts a few in-game days.

Someone who takes a creation feat isn't sacrificing anything. He purposely chooses for this feat. One item in the higher levels will save tens of thousands of golds. That alone could be worth a feat!

Dark Archive

So either there is an urgent rush; in which case IC is useless and the argument is moot; or PCs have some crafting feats, in which case the +6s are there. Basically I save 1000 GP per 8 hours you give me; a bargain at half the price.


tejón wrote:
Krome wrote:
It seems to me the wealth per level rules are designed for the GM to have a ballpark of general wealth to award. Not what maximum wealth level the PCs are able to obtain through play.

But that's exactly wrong. The wealth-by-level rules are part of the CR system; if the players' gear is too good or too poor, the difficulty of an "appropriate challenge" changes.

If you don't use CR at all, WBL can just be tossed out the window. Nothing wrong with that if it's how your table runs. But if you want to take advantage of that tool, you have to stay within its parameters.

No, I think it's pretty much right. It's not meant to be an exact accounting, just a schedule to help the DM keep on track with the expected challenge ratings and treasure allotments throughout the campaign.


Thalin wrote:
So either there is an urgent rush; in which case IC is useless and the argument is moot; or PCs have some crafting feats, in which case the +6s are there. Basically I save 1000 GP per 8 hours you give me; a bargain at half the price.

Not true. It does not have to be one extreme or the other. The PC's can save money, and get the magic items they want, especially in non-magic mart campaigns. I am not saying they will get all the items they want, but it opens things up. The PC's may be working out of a hamlet, with no chance to buy a +3 weapon. Now they can make one.

Shadow Lodge

Abraham spalding wrote:
For example lets say I make two +3 weapons, a +3 armor, a +3 shield at around level 10. That's 36,000 for the weapons, 18,000 for the armor and shield... and lets get a bit crazy and make a staff of healing too (it's a cleric).

A question , Abraham. How does a level 10 cleric have Craft Staff(an 11th level feat)?

The Exchange RPG Superstar 2010 Top 16

tejón wrote:

But that's exactly wrong. The wealth-by-level rules are part of the CR system; if the players' gear is too good or too poor, the difficulty of an "appropriate challenge" changes.

If you don't use CR at all, WBL can just be tossed out the window. Nothing wrong with that if it's how your table runs. But if you want to take advantage of that tool, you have to stay within its parameters.

With respect, I don't think that's possible. In most of the parties I've seen --PFS being the notable exception-- neither the DM nor the players can know ahead of time whether they'll be keeping the loot, selling it for half-price, or how they'll be distributing it.

I've seen PCs pool the treasure to get one big item that'll help the party. So, one character --the cleric carrying the staff of life, or the paladin with the holy avenger sword-- suddenly has a disproportionate amount of treasure.

(When you look at those two situations, do you think the cleric has gained all that much power, relative to her allies?)

It's been my experience that parties nearing the end of a long Journey Into The Unknown are carrying around a lot of coins, gems, and loot they aren't using, waiting to get back into town to buy something useful. If we factor character wealth into CR, then when they sell the stuff they don't want, and exchange gold for equipment, their CR should go down, since they're selling stuff for half-price.


A thought:
When starting at a later point, players may spend WBL cash on a (small) list of basic equipment.
Also, players may spend cash on one of several random tables, to represent odd-ball items they've collected over their travels.

Finally, with an item feat, the player may choose much more freely among starting equipment (but still based on market price).

The Exchange RPG Superstar 2010 Top 16

William, I've only run one campaign in which characters started above first level. I asked the players to describe, in simple narrative, what their 4th-Level characters had done, previous to the campaign beginning. Then I found a couple of modules that more-or-less matched their description, and provided the party with a list of the loot they'd obtained so far in their careers, which they parcelled out among them.

It was probably less work than generating those random tables.

Liberty's Edge

tejón wrote:
Krome wrote:
It seems to me the wealth per level rules are designed for the GM to have a ballpark of general wealth to award. Not what maximum wealth level the PCs are able to obtain through play.

But that's exactly wrong. The wealth-by-level rules are part of the CR system; if the players' gear is too good or too poor, the difficulty of an "appropriate challenge" changes.

If you don't use CR at all, WBL can just be tossed out the window. Nothing wrong with that if it's how your table runs. But if you want to take advantage of that tool, you have to stay within its parameters.

I'm going to have to STRONGLY disagree that a character with item creation feats that has more wealth puts it outside the appropriate CR. That character GAVE UP A FEAT to get this, that means that they are less powerful than other characters if they don't have more/better items, which in turn means they have more than the standard wealth level.

Are you going to tell the wizard in my party who has 5 item creation feats that all but two of his feats are useless because he can't have more wealth worth of stuff than the arbitrary guideline in the book says he can? Considering what everyone else can accomplish with their feats at the same level, I'd say he's entitled to a little extra wealth.


LazarX wrote:
kyrt-ryder wrote:


Yeah... except everybody else actually gets feats they can use like power attack or quicken spell, while your stuck taking some worthless piece of crap that doesn't change anything.

I'll admit I toned it back from doubling to increasing by 1/3, but by the same token I nearly destroyed the time limitation on crafting magic items as well.

Honest truth, neither I, nor anybody I game with would ever take an item creation feat if all it did was 'reshuffle the wealth'

Let me correct you on the first part. You weren't "stuck" on taking item creation feats, it was a choice YOU MADE. You could have taken a metamagic, or even a general feat but you chose Item creation because by your own admission you wanted more magic items up front, plain and simple. That kind of weakens the impact of the rest of your post.

How does it weaken the impact of the rest of my post? I'm not going to take a feat that doesn't benefit me.

If I'm playing in a game where item crafting is going to get shitcanned then I'm not going to item craft, and in my mind that hurts the variety in the game. I myself love variety, playing different concepts, different ways, with different options.

(And as I said before, I have never played with somebody who would WASTE a featslot on a feat that did them no good.)


StabbittyDoom wrote:


I'm going to have to STRONGLY disagree that a character with item creation feats that has more wealth puts it outside the appropriate CR. That character GAVE UP A FEAT to get this, that means that they are less powerful than other characters if they don't have more/better items, which in turn means they have more than the standard wealth level.
Are you going to tell the wizard in my party who has 5 item creation feats that all but two of his feats are useless because he can't have more wealth worth of stuff than the arbitrary guideline in the book says he can? Considering what everyone else can accomplish with their feats at the same level, I'd say he's entitled to a little extra wealth.

All the combat feats are useless too... until play starts. Why shouldn't the same be true of the item creation feats?


Bill Dunn wrote:
StabbittyDoom wrote:


I'm going to have to STRONGLY disagree that a character with item creation feats that has more wealth puts it outside the appropriate CR. That character GAVE UP A FEAT to get this, that means that they are less powerful than other characters if they don't have more/better items, which in turn means they have more than the standard wealth level.
Are you going to tell the wizard in my party who has 5 item creation feats that all but two of his feats are useless because he can't have more wealth worth of stuff than the arbitrary guideline in the book says he can? Considering what everyone else can accomplish with their feats at the same level, I'd say he's entitled to a little extra wealth.

All the combat feats are useless too... until play starts. Why shouldn't the same be true of the item creation feats?

Simply put, because the game automatically makes item creation suck time away from the player, while the combat feats get to be put to use immediately.

In a realistic viewpoint, those combat feats served the fighter through his leveling, helping him survive to the point he is today.

The character that wasted feats on item creation very well may not have survived if he wasn't allowed to use his feats.

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