Xen
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In the game that I am currently DM'ing the party's Cleric and Sorcerer have amassed almost all the crafting feats (Scribe Scroll, Brew Potion, Craft Wondrous, Craft Armor & Weapons, Craft Wand, Forge Ring) and use them incredibly often. Almost all the of the party's gear has been crafted. My question is has anyone else noticed this severely affecting game play, or do you think the sacrifice of taking a feat to do it balances out.
At level 10 they should have about 62,000 gold in character wealth, but most of them are nearing about 90,000 gold due to items only costing half. I have followed the idea of selling items for half, and limiting where they can sell it (not everyone can afford a +3 longsword) but they are still constantly a head of the curve.
The biggest issue I am having is that even if they sacrifice the feat, the whole party is benefiting. The Paladin has great gear that he didn't sacrifice anything for. Anyone have any advice, or any suggestions on how to fix this (without removing the feats) or if this will even be an issue at higher levels?
| Majuba |
Actually Xen, the problem is usually less at high levels, depending on your timeline. Higher items take longer and longer to craft, while the money rolls in faster and faster, so you can't really keep up at some point.
The biggest limiting factors to crafting are: 1) Time, 2) successful Spellcraft checks (make sure checking on these), and 3) Treasure they actually want to *use*.
For #1, that depends on your campaign. If they gain three levels in four days, they probably won't be able to spend enough time crafting to be worthwhile. If they have long, leisurely
For #2, they're probably running it right, but make sure. Your checking will also remind them to check. DC is 5 + (caster level of item) + (5 for each pre-req they don't meet) + 5 for fast-creation. Also remember that crafting while 'out adventuring' is at half speed. Insist on rolls, no taking 10 (unless they have really pristine conditions).
For #3, swap out some cloaks, belts, and rings for more unusual items that they will want to keep (or might regret not keeping later): scarabs of protection, folding boats, etc.
I will say, getting "ahead of the curve" on treasure is one of the two points of taking those feats. The other is customizing gear to exactly what they want, instead of keeping what they find. Nothing wrong with them using them as much as they can (legally).