How was the Wealth by Level chart constructed?


Rules Questions

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Khrysaor wrote:
Forced adherence to WBL assumes the devs didn't know what they were doing when it came to crafting so we should follow assumed RAI. Why would the devs know what they were doing when they made the game? Why would the devs model crafting on a real world idea where people practice to make money? Why haven't the devs changed the mechanics for crafting even though it makes crafters money which could push a PC beyond the WBL?

Except that this interpretation relies on the relative value paid to acquire the item. If you use a relative value the WBL chart serves no purpose.

Your argument is predicated on the fact that crafting acquires the item at a different price. Once we accept this fact, all items must be measured by the price the item is acquired for. There's nothing in the text of the feat that says characters are treated differently for WBL, it only changes their relationship to the item's cost.

Crafting feats do not identify a direct relationship to WBL.
Crafting feats do identify a direct relationship to item cost.
Therefore, it is the items relative cost that affects WBL.
Since an items relative cost affects WBL, than this standard applies to all characters, since Crafting feats do not change WBL, they change item price.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Khrysaor wrote:
....but if rules support this who am I to eliminate it entirely. The devs created a fun game and I try to follow the rules they've written instead of house ruling everything.

Who you are? You're the bloody Games master, that's who you are. As Gary Gygax would have put it in his diatribe against 3.X; Somewhere along the road we seem to have forgotten just what that means.

Problem with just relying on RAW is.... the rules don't take everything into account. They will allow things that will destroy a game more effectively than this argument over WBL. It's why we moderate this game with Humans instead of computers, it's not feasible to run any campaign, including PFS itself, without houseruling. PFS has it's own set of house rules in the Campaign Guidelines.


Irontruth wrote:

Except that this interpretation relies on the relative value paid to acquire the item. If you use a relative value the WBL chart serves no purpose.

Your argument is predicated on the fact that crafting acquires the item at a different price. It is. This is stated in the crafting abilities. 1/3 the base cost for mundane items. 1/2 the base cost for magical items. Once we accept this fact, all items must be measured by the price the item is acquired for. There's nothing in the text of the feat that says characters are treated differently for WBL, it only changes their relationship to the item's cost. You just confirmed the predicate you stated earlier.

Crafting feats do not identify a direct relationship to WBL. That's why this thread exists.
Crafting feats do identify a direct relationship to item cost. Yes.
Therefore, it is the items relative cost that affects WBL.
Since an items relative cost affects WBL, than this standard applies to all characters, since Crafting feats do not change WBL, they change item price. Yes.


LazarX wrote:
Khrysaor wrote:
....but if rules support this who am I to eliminate it entirely. The devs created a fun game and I try to follow the rules they've written instead of house ruling everything.

Who you are? You're the bloody Games master, that's who you are. As Gary Gygax would have put it in his diatribe against 3.X; Somewhere along the road we seem to have forgotten just what that means.

Problem with just relying on RAW is.... the rules don't take everything into account. They will allow things that will destroy a game more effectively than this argument over WBL. It's why we moderate this game with Humans instead of computers, it's not feasible to run any campaign, including PFS itself, without houseruling. PFS has it's own set of house rules in the Campaign Guidelines.

Yet, Paizo decided to make an MMO based on Pathfinder. :D

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Buri wrote:
LazarX wrote:
Khrysaor wrote:
....but if rules support this who am I to eliminate it entirely. The devs created a fun game and I try to follow the rules they've written instead of house ruling everything.

Who you are? You're the bloody Games master, that's who you are. As Gary Gygax would have put it in his diatribe against 3.X; Somewhere along the road we seem to have forgotten just what that means.

Problem with just relying on RAW is.... the rules don't take everything into account. They will allow things that will destroy a game more effectively than this argument over WBL. It's why we moderate this game with Humans instead of computers, it's not feasible to run any campaign, including PFS itself, without houseruling. PFS has it's own set of house rules in the Campaign Guidelines.

Yet, Paizo decided to make an MMO based on Pathfinder. :D

If you think that playing an MMO on any system is going to be like playing your tabletop games.... your tabletop games must be awful. Playing an MMO is not like playing tabletop save by a major stretch of the imagination.... or really low standards for tabletop play.

The MMO despite what rhetoric may be flowing throw will NOT be based on Pathfinder. It may use a good deal of the proper nouns and have stats that look like Pathfinder stats, but it won't be Pathfinder any more than DDO was Dungeons and Dragons.


Buri wrote:


You play how you play but to say "if I don't think they're challenged then they don't get xp" is kinda harsh.

Harsh? It's been discussed in the rules since way back in 1e in various forms. If circumstances or level/CR differences make the easier (or harder), the DM should adjust the XP award accordingly.


LazarX wrote:

If you think that playing an MMO on any system is going to be like playing your tabletop games.... your tabletop games must be awful. Playing an MMO is not like playing tabletop save by a major stretch of the imagination.... or really low standards for tabletop play.

The MMO despite what rhetoric may be flowing throw will NOT be based on Pathfinder. It may use a good deal of the proper nouns and have stats that look like Pathfinder stats, but it won't be Pathfinder any more than DDO was Dungeons and Dragons.

I won't go into a long diatribe. Suffice it to say: it's more than possible. All you need for an MMO based on table-top is a very robust rules engine, which is pretty easy to make for PF given the books are very rules-y and quite consistent.


Bill Dunn wrote:
Harsh? It's been discussed in the rules since way back in 1e in various forms. If circumstances or level/CR differences make the easier (or harder), the DM should adjust the XP award accordingly.

Perhaps conceptually. I was just reading the section on awarding xp. Again, just quoting the book. An encounter of a certain CR is worth the same regardless if a group a few levels below fight it or if the group is a few levels above. The only negation comes into play if the group APL is 10 levels above the CR.

Silver Crusade

mdt wrote:
Breaks immersion for me. It's mostly the fact that all the equipment changes around. If it was 'you lose some items if you're WBL is outside of x %, or gain some wealth if it's less than x %' then it might be better, but it still breaks immersion for me.

Easiest solution is to make people starve for loot. Have them with less than the current WBL equivalent, maybe even equivalent to a bit more than one level less. No need to "remove" what they don't have, though a good sunder or steal from times to times if they aren't cautious enough in battle and abou their environment can do marvels.

Then, give them exactly what they wanted for their character as a reward for a specific plot hook - or the possibility to gain this reward. You just saved the kingdom from the impostor ! The King lets you access the Royal Forge to get the finest equipment currently availabe to high-ranked characters. Sadly there isn't much since all high-ranked characters are still at war, but maybe you'll find these Gloves of Dueling/the magesmith can enhance your weapon ? Check how much you can have at your level, you conveniently gain this value in treasures of your choice (still limited by the situation obviously, as some really rare, "useless" or exotic items in an army could not be found without a chance roll), or a bit more if needed to buy several items at once.

It's incredible how the "starving character goes through a world of pain + cool plot finished + awesome reward for the finised plot + everyone around the table is happy like if we were opening Christmas presents + no one feels like the s&%*head with two feats has the right to be twice more wealthier" equation is able to make your forget, forgive and handwave how convenient this reward is for everyone around the table.


@Buri: No, you are right. It does need work. I'm playing with a few ideas also, and sort of launched them mid-way. That's my fault--I really haven't had a lot of sleep.

And oiy, this thread got a little heated...


I don't know if Talonhawke is actually suggesting that WBL be strictly adhered to at every level? If so then let me tell you "That way lay madness" WBL is only useful as an arbitrary start point for higher level starts. It is useless in measuring what actual real game parties or individual characters will have if played through each level.

If you want to know what effect the GM enforcing a house rule that locks everyone to the exact WBL entry at each level will have just look to the games that actually use such a rule. Expendables become way more desirable than permanent items because they give you more bang for your gold piece. And groups quickly learn to avoid grabbing any treasure, because that will only reduce the funds they can use at level up to customize a whole new set of personal gear.


Woot! 30 people total have marked this thread for FAQ so far. Thanks, everyone!


Aranna wrote:

I don't know if Talonhawke is actually suggesting that WBL be strictly adhered to at every level? If so then let me tell you "That way lay madness" WBL is only useful as an arbitrary start point for higher level starts. It is useless in measuring what actual real game parties or individual characters will have if played through each level.

If you want to know what effect the GM enforcing a house rule that locks everyone to the exact WBL entry at each level will have just look to the games that actually use such a rule. Expendables become way more desirable than permanent items because they give you more bang for your gold piece. And groups quickly learn to avoid grabbing any treasure, because that will only reduce the funds they can use at level up to customize a whole new set of personal gear.

I have to agree with this.

I also still feel the WBL chart clearly states that it doesn't apply to crafters based on the fact that the chart assumes you are selling goods at half price to buy specific goods while the feats as written allow you to change those funds at a 1:1 ratio which means that logically the crafter will exceed the given WBL.

However I also feel the benefit should not be 100% for a single feat and for a Wizard CWI can easily do that. So as a houserule for any group I run/possible addition to the rules if a Paizo rep sees this post I'd suggest adding a sentence to either all crafting feats or the WBL chart which states:

If starting a character at a level above 1 who possesses a magical Crafting feat add 20% to the WBL Chart for selecting starting gear this 20% is cumulative but not compounded ex two crafting feats is 140% not 144%, and does not need to be used for the specific item type in question.

20% is a big enough benefit to be pretty cool and is roughly what crafters seem to gain through regular play the fact that it stacks does reward a craft mage but unless you take 5 feats you aren't hitting 100% extra and any build short 5 feats is probably going to suck anyways. This also slightly devalues CWI which is far too good and increases the value of craft feats that will help the party like Craft magic arms and armor. I think it's a fairly good solution and doesn't require a great deal of editing just a 1 sentence(probably runon but whatever) addition. What do you think?


Irontruth wrote:
Khrysaor wrote:
Forced adherence to WBL assumes the devs didn't know what they were doing when it came to crafting so we should follow assumed RAI. Why would the devs know what they were doing when they made the game? Why would the devs model crafting on a real world idea where people practice to make money? Why haven't the devs changed the mechanics for crafting even though it makes crafters money which could push a PC beyond the WBL?

Except that this interpretation relies on the relative value paid to acquire the item. If you use a relative value the WBL chart serves no purpose. Define the purpose of WBL. You'll see in the text of WBL it says that these values can be half that for a low fantasy game or twice that for a high fantasy game. The 'purpose' of the WBL guideline is as a tool for GM's to set the CR for their party. Nothing about it says that this is the amount players must have. It says it's the assumed amount that players are expected to have. This is all relative to keeping the CR on par with the CR tables for your groups APL. The numbers in the table are not set in stone as you'd hope and give several examples of how this can change in the text.

Your argument is predicated on the fact that crafting acquires the item at a different price. Once we accept this fact, all items must be measured by the price the item is acquired for. There's nothing in the text of the feat that says characters are treated differently for WBL, it only changes their relationship to the item's cost. All items must be measured by the price for a crafter that qualifies for this argument. Non-crafters do not qualifty as they are restricted by the WBL guidelines. ie selling loot for half price and using the gold to buy better gear.

Crafting feats do not identify a direct relationship to WBL. True. Common sense shows us how this relationship works though.
Crafting feats do identify a direct relationship to item cost. Cost has a direct relationship with wealth. Wealth has a direct relationship with WBL. If all of these directly relate to the next the first directely impacts the last.
Therefore, it is the items relative cost that affects WBL. This is what seperates crafters from non-crafters as I've shown.
Since an items relative cost affects WBL, than this standard applies to all characters, since Crafting feats do not change WBL, they change item price. Except this standard only applies if a character has a craft feat and can do so. As such it only applies to the crafter and not the non-crafter.

Bolds are mine.


Buri wrote:
Irontruth wrote:

Except that this interpretation relies on the relative value paid to acquire the item. If you use a relative value the WBL chart serves no purpose.

Your argument is predicated on the fact that crafting acquires the item at a different price. It is. This is stated in the crafting abilities. 1/3 the base cost for mundane items. 1/2 the base cost for magical items. Once we accept this fact, all items must be measured by the price the item is acquired for. There's nothing in the text of the feat that says characters are treated differently for WBL, it only changes their relationship to the item's cost. You just confirmed the predicate you stated earlier.

Crafting feats do not identify a direct relationship to WBL. That's why this thread exists.
Crafting feats do identify a direct relationship to item cost. Yes.
Therefore, it is the items relative cost that affects WBL.
Since an items relative cost affects WBL, than this standard applies to all characters, since Crafting feats do not change WBL, they change item price. Yes.

Then you agree. If my character acquires a Holy Avenger for 1g, it only counts for 1g worth of his WBL.

Items found in a hoard (free) do not count at all for WBL. This logical process makes WBL meaningless and not even worth reading for new GM's as it serves no purpose.


Irontruth wrote:
Then you agree. If my character acquires a Holy Avenger for 1g, it only counts for 1g worth of his WBL.

In terms of starting gold, yes. However, the GM is still free to adjust encounters and treasure how they see fit.


Irontruth wrote:
Items found in a hoard (free) do not count at all for WBL. This logical process makes WBL meaningless and not even worth reading for new GM's as it serves no purpose.

All WBL is at character creation is an amount of gold. If you have an ability that says you can acquire a Holy Avenger for 1 gp then all you've spent of your starting cash is 1 gp and you have the rest to do with as you choose. However, I wouldn't expect a GM to keep future treasure rewards the same if such an ability existed.


mdt wrote:

Wait,

Everyone in here has been applying this stupid essay to PF, and saying it should be followed like a religion, and now you want to only apply the logic to 3.0? Seriously? Seriously?

Ok, I concede that you are correct, and Alexandrian Philosphers are 100% correct. All of the essay is 100% correct.

As applied to 3.0.

It goes to garbage for 3.5 and PF. Please take any future references to the Alexandrian Texts to a 3.0 forum? Thanks.

I wonder if it's really worth responding to this, but I really feel like most people (you included) are missing the point on the essay in question.

The essay is 'calibrating your expectations', and that notion applies, really, to any system...every system even.. To quote from the beginning:

Quote:
This essay should also be understood as something more than a defense of the game from illegitimate critique. That defense is, in fact, almost an unintentional consequence of what this essay is actually about: Providing a useful resource for those who want a deeper understanding of what the numbers really mean

The numbers he provided were, of course, pulled from the system he was discussing at the time, but if he'd been making the same argument for Shadowrun, AD&D, HERO, or Vampire, I'm sure he'd have used numbers and examples that supported his point (if it was possible).

The specific numbers and examples that he used probably don't apply to pathfinder. They started to fall apart in places with 3.5, if memory serves (IIRC, the jumping rules were changed).

But does that really negate the core premise of figuring out what those REALLY BIG (or really small) numbers actually mean, and calibrating your personal expectations of how they apply, and, as suggested in the concluding thoughts of the essay, find that sweet spot of gameplay that fits both your and your group's expectations and arrange for the game to stay there longer?

With that said, I'm sure that if someone wanted to they could figure out where the 'sweet spot' for PF lies to describe the world we live in today. But I don't play games in the world I live in today. I'm guessing you typically don't either.


LazarX wrote:
Khrysaor wrote:
....but if rules support this who am I to eliminate it entirely. The devs created a fun game and I try to follow the rules they've written instead of house ruling everything.

Who you are? You're the bloody Games master, that's who you are. As Gary Gygax would have put it in his diatribe against 3.X; Somewhere along the road we seem to have forgotten just what that means.

Problem with just relying on RAW is.... the rules don't take everything into account. They will allow things that will destroy a game more effectively than this argument over WBL. It's why we moderate this game with Humans instead of computers, it's not feasible to run any campaign, including PFS itself, without houseruling. PFS has it's own set of house rules in the Campaign Guidelines.

That's not the context of my statement. Yes I am the GM. Yes it is my game. No I do not have to follow any rule if I don't want to because I want to run things my way. This is outside of the argument I'm making and is GM fiat. If GM fiat is your solution, good. It's what I suggested in the other thread that looks just like this one and everyone yelled at me that GM fiat is not a solution.

My point was that a rules system has been created to run a game by paizo. They took a lot into account when designing this game. As people, who are we to assume that this isn't RAI that allows us to do this if RAW also has clauses to support it. Maybe the devs wanted people to gain money from crafting. No dev has said otherwise or the statements about this being an ongoing argument for the last decade carry no weight and there should be a solution floating around. Everyone likes to use the term RAI when things aren't how they see them. Unfortunately RAI is how the devs saw things and not us. If interpreting RAW you feel something should read differently, as a GM you are entitled to do so. It's a game for having fun and you should have fun. Just do so knowing that you are the one using your interpretation of RAI that doesn't say it's valid for anyone else.


Where does it state anything to do with WBL in crafting feats? It doesn't. You are inferring it. It is not explicitly stated anywhere. The only relationship is the cost to acquire the item. You infer that this impacts WBL. If the cost to acquire is what impacts WBL, than that applies to all characters, regardless of the crafting feats.

The text in the WBL section says that characters are to be treated equally. There is no text in the crafting feats that characters aren't to be treated equally. There is no text in the crafting feats that says their crafted items impact WBL differently. It is your interpretation of the WBL section that allows crafting to impact it, not the other way around.

You say WBL is the total cost of all items the characters have.
Crafting affects cost.
Therefore, crafting impacts WBL.

That is a logical argument and can be stated from text within the book.

My point, is that it hinges on the first point and it is that interpretation that allows another character to count his +5 Fiery Burst, Holy, Bane (dragons) Greatsword at 0g, because he found it on the ground (acquired it for 0g).

Since all characters have a WBL greater than 0g, it is perfectly within raw for any character to possess that sword.

Is this ridiculous? Yes, but that's my point. Your interpretation of the rules requires additional clarification and explanation to mitigation scenarios such as this. What if a new GM is rolling random treasure and comes up with that sword, how does he judge if it is within the power level of his group. He isn't experienced, he doesn't know as well how to judge these things. Since it's going to be found, it has an opportunity cost of 0g and so will always be allowed by your interpretation of the WBL rules.

Your interpretation of the rules are flawed.

WBL is the total valuation of all items possessed. It does not take into account the opportunity cost of the item (how you much wealth you spent to acquire it).

The benefit of crafting, say in a Kingmaker campaign is pretty obvious. Character A has 20,000g to spend. If the item is over the cities base value, his only chance to get it is if the item shows up in one of the magic item slots from buildings. If it never shows up, he's out of luck. Character B on the other hand has a crafting feat and can obtain the item by making it for 10,000g. Once it's completed though, it counts for 20,000g of his WBL. The benefit is that he was able to obtain the item he wanted, even though it wasn't normally available.


Aranna wrote:

I don't know if Talonhawke is actually suggesting that WBL be strictly adhered to at every level? If so then let me tell you "That way lay madness" WBL is only useful as an arbitrary start point for higher level starts. It is useless in measuring what actual real game parties or individual characters will have if played through each level.

If you want to know what effect the GM enforcing a house rule that locks everyone to the exact WBL entry at each level will have just look to the games that actually use such a rule. Expendables become way more desirable than permanent items because they give you more bang for your gold piece. And groups quickly learn to avoid grabbing any treasure, because that will only reduce the funds they can use at level up to customize a whole new set of personal gear.

I don't think he was as he previously posted allowing a +/-10% variance that seemed fair for the roughly statement. And yes WBL is an arbitrary startpoint but it's set to balance CR. Wealth affects CR. The devs found a formula to incorporate x wealth to coincide with y CR and made it apply to every level. This only stays true if the character uses his wealth in useful means. A level 10 wizard with 62 first level pearls of power isn't anything special. He can cast a lot of 1st level spells but they are only 1st level spells and generally have easy saves. The 10th level wizard that has a staff or some other more beneficial items will have a higher CR.


Irontruth wrote:

Where does it state anything to do with WBL in crafting feats? It doesn't. You are inferring it. It is not explicitly stated anywhere. The only relationship is the cost to acquire the item. You infer that this impacts WBL. If the cost to acquire is what impacts WBL, than that applies to all characters, regardless of the crafting feats.

The text in the WBL section says that characters are to be treated equally. There is no text in the crafting feats that characters aren't to be treated equally. There is no text in the crafting feats that says their crafted items impact WBL differently. It is your interpretation of the WBL section that allows crafting to impact it, not the other way around.

You say WBL is the total cost of all items the characters have.
Crafting affects cost.
Therefore, crafting impacts WBL.

That is a logical argument and can be stated from text within the book.

My point, is that it hinges on the first point and it is that interpretation that allows another character to count his +5 Fiery Burst, Holy, Bane (dragons) Greatsword at 0g, because he found it on the ground (acquired it for 0g).

Since all characters have a WBL greater than 0g, it is perfectly within raw for any character to possess that sword.

Is this ridiculous? Yes, but that's my point. Your interpretation of the rules requires additional clarification and explanation to mitigation scenarios such as this. What if a new GM is rolling random treasure and comes up with that sword, how does he judge if it is within the power level of his group. He isn't experienced, he doesn't know as well how to judge these things. Since it's going to be found, it has an opportunity cost of 0g and so will always be allowed by your interpretation of the WBL rules.

Your interpretation of the rules are flawed.

WBL is the total valuation of all items possessed. It does not take into account the opportunity cost of the item (how you much wealth you spent to acquire it).

The benefit of crafting, say in a Kingmaker...

Sorry, mate. The text says "Each character begins play with a number of gold pieces" and not "Each character begins play with a number of items whose market value can be as much as x." It's an amount of gold. If the GM says you found a sword for free: freakin' sweet! But, you can't say you did because you don't control the game world, the GM does.


Irontruth wrote:

Where does it state anything to do with WBL in crafting feats? It doesn't. You are inferring it. It is not explicitly stated anywhere. The only relationship is the cost to acquire the item. You infer that this impacts WBL. If the cost to acquire is what impacts WBL, than that applies to all characters, regardless of the crafting feats. And just as we can't move when dead or attack when dead or do anything when dead is inferred as the rules do not state we cannot do these things when dead. The devs expect people to be able to use common sense and make extrapolations relative to the text they've given us. And the cost to acquire impacting WBL holds true because a crafter can acquire an item for half that of a non-crafter. By fixing WBL to a set number you are treating the last statement in the reverse. Since a non-crafter cannot acquire items for half price, nor should the crafter be able to since this will affect WBL.

The text in the WBL section says that characters are to be treated equally. There is no text in the crafting feats that characters aren't to be treated equally. There is no text in the crafting feats that says their crafted items impact WBL differently. It is your interpretation of the WBL section that allows crafting to impact it, not the other way around. And there is a section of the WBL that says characters are assumed to have sold items for half value and paid full price for better ones when crafting says you can sell items for half value and craft ones of equal value as the initial item. Suddenly the rules for how WBL is achieved don't apply to the crafter that has a better means of getting there.

You say WBL is the total cost of all items the characters have.I have never said this. You are the one making this implication.
Crafting affects cost.I have said this and so does the book.
Therefore, crafting impacts WBL.I have said this.

That is a logical argument and can be stated from text within the book.

My point, is that it hinges on the first point and it is that interpretation that allows another character to count his +5 Fiery Burst, Holy, Bane (dragons) Greatsword at 0g, because he found it on the ground (acquired it for 0g).The problem here is that when you acquired this item you also acquired the experience from killing the BBEG that had it. This impacts WBL. You gained experience and you gained wealth.

Since all characters have a WBL greater than 0g, it is perfectly within raw for any character to possess that sword.This is still you arguing against your own assumption

Is this ridiculous? Yes, but that's my point. Your interpretation of the rules requires additional clarification and explanation to mitigation scenarios such as this. What if a new GM is rolling random treasure and comes up with that sword, how does he judge if it is within the power level of his group. He isn't experienced, he doesn't know as well how to judge these things. Since it's going to be found, it has an opportunity cost of 0g and so will always be allowed by your interpretation of the WBL rules.Again. Not my interpretation of the WBL rules. Feel free to read the above posts where I explain what I think the WBL guideline is for.

Your interpretation of the rules are flawed.Your understanding of my interpretation is flawed.

WBL is the total valuation of all items possessed. It does not take into account the opportunity cost of the item (how you much wealth you spent to acquire it).

The benefit of crafting, say in a Kingmaker...


A reminder to everyone that using personal insults/attacks isn't cool. Nor is being passive aggressive. Doing both at the same time is equally not cool. Please try to be civil and respectful when debating rules and their interpretations.


Thanks, Chris. Sometimes we need to be reminded of that.

Any word on if/when this question will get some feedback on the issue at hand?

Sovereign Court

to the OP: my guess is that they used Excel

thank you! thank you very much! i will be here all week! :)


They probably did to generate the WBL table. Unfortunately that speaks nothing to the topic at hand. :D


Buri wrote:
Sorry, mate. The text says "Each character begins play with a number of gold pieces" and not "Each character begins play with a number of items whose market value can be as much as x." It's an amount of gold. If the GM says you found a sword for free: freakin' sweet! But, you can't say you did because you don't control the game world, the GM does.

So you're saying that WBL is never again used after character creation? The book does not imply that at all.

Quote:
Table 12-4 lists the amount of treasure each PC is expect to have at a specific level

My argument is that this is a continuous measuring stick. It is always happening and influencing the GM's decisions for the game.

A characters limit is 20,000gp. He takes half of it to craft an item that normally costs 20,000gp (so 10,000gp crafting cost). His total value of all treasure is now 30,000gp, he is now outside of WBL guideline by 50%. The item is still worth 20,000gp. Yes, he only paid 1/2 for it, but it's worth is unchanged.

Prove to me he does not have 30,000gp worth of stuff now.


Also, can you guys stop just adding bold stuff to posts? It's really hard to respond to that as I have to go through and completely re-edit it to make it even close to readable. Posts are getting harder and hard to read.


Irontruth wrote:

So you're saying that WBL is never again used after character creation? The book does not imply that at all.

Quote:
Table 12-4 lists the amount of treasure each PC is expect to have at a specific level

My argument is that this is a continuous measuring stick. It is always happening and influencing the GM's decisions for the game.

A characters limit is 20,000gp. He takes half of it to craft an item that normally costs 20,000gp (so 10,000gp crafting cost). His total value of all treasure is now 30,000gp, he is now outside of WBL guideline by 50%. The item is still worth 20,000gp. Yes, he only paid 1/2 for it, but it's worth is unchanged.

Prove to me he does not have 30,000gp worth of stuff now.

I didn't say the WBL doesn't matter post character creation. However, it is useless to the player. After character creation it is a guideline for the GM to use how he wishes but the player will never again look at that table unless they're making another character. That said, a character can choose to hold back gold for use at a later date. Thus, a crafter would still, at least initially, exceed WBL in terms of overall value.

Of course you would then have 30k gp worth of stuff. However, the WBL table doesn't care. It doesn't care because at character creation all it represents is how much gold you have and nothing else. It is up to the GM to keep balance after creation. But, unless otherwise stated by the GM, you get the amount on the WBL table and that amount is a gold amount, not an evaluation of market value.


Irontruth wrote:
Also, can you guys stop just adding bold stuff to posts? It's really hard to respond to that as I have to go through and completely re-edit it to make it even close to readable. Posts are getting harder and hard to read.

If you and others stop lumping several points back to back and use paragraph form style writing to separate individual arguments so responses can be easily done. I did it just because I got tired of copy/pasting the quote tags everywhere. :)


Buri wrote:


Of course you would then have 30k gp worth of stuff. However, the WBL table doesn't care. It doesn't care because at character creation all it represents is how much gold you have and nothing else. It is up to the GM to keep balance after creation. But, unless otherwise stated by the GM, you get the amount on the WBL table and that amount is a gold amount, not an evaluation of market value.

So, if the GM says "make a character with 20k worth of stuff" do you think it's reasonable to show up with a character who has 30k?


Irontruth wrote:
So, if the GM says "make a character with 20k worth of stuff" do you think it's reasonable to show up with a character who has 30k?

Nope. However, that's not the case with RAW and, personally, I've never had a GM tell me that. If the WBL says I get 20k gp for my level then that's exactly how much gold I get. How I spend it is my business so long as it's within the confines of the rules. If I'm a crafter and the GM wouldn't allow me to come to the table to "precrafted" gear then I would hold back enough gp for an item or two I'd wanted crafted, purchase an item for the interim, if necessary, and begin crafting ASAP.


I can use if's as well. For example: what if WBL represented only an amount of gold given to the character at creation and you had an ability that said you can make something for half it's base cost? Oh, wait... :P


Yup, we fundamentally differ... as I said 7 pages ago.

I think that your character should show up "roughly equal" to the other members of the party. The rules say "roughly equal", not "use loopholes to stretch your money".

To me, WBL is a measure used to determine effective power level of a characters items (that's what you get when you read the parts talking about existing characters). Your argument is that crafting affects the cost of the item, I agree. Your argument is that the cost of the item is what affects WBL, I disagree.

WBL is the measure of total wealth, this is happening all the time, not just once in the character's life. If a player manages to step over that line, he should not expect any further rewards from the GM until his character is back in line with WBL.

Now, in the past 7 pages, do you think you've influenced me at all? Do you think I've influenced you at all? Do you really want to keep talking about this, as we've been doing for the past 7 pages?

Or would you rather keep talk about something more useful?


Buri wrote:
I can use if's as well. For example: what if WBL represented only an amount of gold given to the character at creation and you had an ability that said you can make something for half it's base cost? Oh, wait... :P

Except WBL is used for all characters all the time. Is it a hard and fast rule? No, it's a guideline (hence my interpretation of +/- 10%). But if you're going to use it for one character, it has to apply to all characters. The basic rule has to apply to all characters equally. Specific rules can modify general rules, but crafting doesn't modify WBL, it modifies item cost.


Irontruth wrote:
I think that your character should show up "roughly equal" to the other members of the party. The rules say "roughly equal", not "use loopholes to stretch your money".

If using an ability per it's text is using loopholes then consider me the loopholiest mofo around.

Irontruth wrote:
To me, WBL is a measure used to determine effective power level of a characters items (that's what you get when you read the parts talking about existing characters). Your argument is that crafting affects the cost of the item, I agree. Your argument is that the cost of the item is what affects WBL, I disagree.

Even though it's only gold and not value as stated in the text "you get a certain amount of gold pieces?"

Irontruth wrote:
WBL is the measure of total wealth, this is happening all the time, not just once in the character's life. If a player manages to step over that line, he should not expect any further rewards from the GM until his character is back in line with WBL.

Okay.

Irontruth wrote:
Now, in the past 7 pages, do you think you've influenced me at all? Do you think I've influenced you at all? Do you really want to keep talking about this, as we've been doing for the past 7 pages?

As long as it hopefully gains developer attention, I honestly do not care.

Irontruth wrote:
Or would you rather keep talk about something more useful?

If you want to talk about something useful then let's talk about the topic of the thread or stop posting in the thread. It's a pretty common rule of forum etiquette to discuss the issue the thread is about rather than diverting the subject thereof.


Irontruth wrote:
Except WBL is used for all characters all the time. Is it a hard and fast rule? No, it's a guideline (hence my interpretation of +/- 10%). But if you're going to use it for one character, it has to apply to all characters. The basic rule has to apply to all characters equally. Specific rules can modify general rules, but crafting doesn't modify WBL, it modifies item cost.

And.... since you get a certain amount of gp and all costs come from that pool of gp the cost to craft is simply less than the full cost of the item. Where'd you get the 10% deal? There is no section in the WBL paragraphs or the Equipment chapter that says something similar to "your starting gold may vary by plus or minus 10%." That one is all you man.

The way I'm saying is fair. All characters get the same amount of gold. Crafting describes one thing I can do with that gold. Hence, it's a perfectly fair and legit use of my gold since anyone can take those abilities.


TOZ wrote:
As a DM I do not expect tips, but if I do an exceptional job I will not refuse them. :)

What does that have to do with WBL and crafting?


TOZ wrote:
As a DM I do not expect tips, but if I do an exceptional job I will not refuse them. :)

Buy gold futures. Sell Microsoft stock.


Buri wrote:
TOZ wrote:
As a DM I do not expect tips, but if I do an exceptional job I will not refuse them. :)
What does that have to do with WBL and crafting?

I think it got cross-posted in the wrong forum somehow. It's a response to the EXP/NO EXP thread.


Apply this standard to existing characters now. If I pick up an item off the ground (0g), how much does it count against my WBL?

Silver Crusade

1 person marked this as a favorite.
Buri wrote:
If using an ability per it's text is using loopholes then consider me the loopholiest mofo around.

RAGELANCEPOUNCE. Do a quick search.

Buri wrote:
Even though it's only gold and not value as stated in the text "you get a certain amount of gold pieces?"

"For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins."

That's RAW. 10%.
It's the ONLY mention of having coins in his WBL after 1st level (yeah, you should really start to make the difference between "having gold at first level" and "having a GP equivalent in equipment on any other level").

A developer should, like, really give insight about this. And not the "depends on your game" kind of answer, but the answer that will say whether WBL implies full item price or crafted value or, you know, not.

Shadow Lodge

mdt wrote:
Buri wrote:
TOZ wrote:
As a DM I do not expect tips, but if I do an exceptional job I will not refuse them. :)
What does that have to do with WBL and crafting?
I think it got cross-posted in the wrong forum somehow. It's a response to the EXP/NO EXP thread.

Whoops, you're right. Sorry about that Buri. Posting from the phone and going in and out of service while traveling. Got my threads crossed.

The Exchange RPG Superstar 2010 Top 16

1 person marked this as a favorite.

This is my first (and likely only) post on this thread.

There are two uses for the Wealth-by-level guidelines. One: it acts, to the GM, as a measuring stick for your campaign as it continues, to see whether your PCs are geared appropriately to the challenges they might expect to face.

If the players note "Hey, we have half the amount of wealth we "should" have, by the WBL guidelines,

  • your reply might be: "Yep. that's the low-fantasy kind of campaign we got."
  • Or it might be "Well, have no fear, more treasure is just around the corner."
  • Or you might observe, "Remember that ship you all bought, and how it sunk? That's your welth per level, right there."

Under that use, you might well allow a PC to trade a feat and time in exchange for the increase in wealth that crafting allows.

The other use, more germaine to the original post, is for GMs and players who begin a campaign in the middle of an adventurer's career. How much stuff does your 14th-level barbarian have?

Now, in this case, wealth-by-level is the least of your problems. A brand-new, no-dents 14th-level barbarian isn't going to have anything like the gear of a 14th-level barbarian who's been played from 1st level. For one thing, the experienced character has a lot of little crufty items that meant a great deal at 3th level, or 8th level, but don't do much now. Maybe she's sold back a lot of her loot for half-price in order to buy something else she wanted at the time. Maybe she spent money on long-downed healing potions that the brand new 14th-level character - who's never been struck in combat, and never been injured -- has never needed. Maybe she's needed to pay for a raise dead spell and a couple of restorations. The off-the-shelf PC doesn't have to worry about any of that, and buys the gear ideal for him as he currently stands.

(My solution: I don't just give out a lump sum of cash. I walk the player through an adventure per level, explaining what gear he found. The player decides how much he kept in usable items, and how much he exchanged for half gold. We also talk about what kinds of encounters he's had, and what sorts of decisions he's made. So he starts the campaign with some artificial dents and dings, and with gear that makes sense to him.

A quick guideline might be to allow the character two months of crafting time per level beyond first. (So, 26 months for the 14th-level chap.)

(I generally don't allow characters like that to buy crafting feats. If I were to do so, because it fit into a character's background, I'd give them the option to convert some of the stuff they find into other stuff at straight-on 1-gp-per-gp value.)


Irontruth wrote:
Apply this standard to existing characters now. If I pick up an item off the ground (0g), how much does it count against my WBL?

Depends. Is this character creation and you have some "pick an item off the ground for 0 gp" (sounds similar to how a gunslinger can get a 2k gp weapon for free at level 1) ability? Nothing since you didn't have to use any of your gold to acquire it. If you're a GM you may see this item and give out some less if you think its unbalancing.


Maxximilius wrote:
Buri wrote:
If using an ability per it's text is using loopholes then consider me the loopholiest mofo around.

RAGELANCEPOUNCE. Do a quick search.

Buri wrote:
Even though it's only gold and not value as stated in the text "you get a certain amount of gold pieces?"

"For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins."

That's RAW. 10%.
It's the ONLY mention of having coins in his WBL after 1st level (yeah, you should really start to make the difference between "having gold at first level" and "having a GP equivalent in equipment on any other level").

A developer should, like, really give insight about this. And not the "depends on your game" kind of answer, but the answer that will say whether WBL implies full item price or crafted value or, you know, not.

Keep reading, home boy. Different character types may spend their starting gold in an entirely different way. Those breakdowns don't force anyone to do squat. Also, the 10% in that breakdown doesn't translate to "you may have an extra 10% gold." Sorry.


Chris Mortika wrote:
(I generally don't allow characters like that to buy crafting feats. If I were to do so, because it fit into a character's background, I'd give them the option to convert some of the stuff they find into other stuff at straight-on 1-gp-per-gp value.)

Funny. That's exactly what the craft feats let you do if you're selling items to make other ones. Hmm.


The problem is some people want the WBL to be applicable to all characters, myself included, but there is dangers in doing so that affect the value of the crafting feats or skills related to wealth. If WBL is true for all characters, all rules of WBL are true for all characters. If the rules that compose a system do not apply to all characters how can the system apply to all characters. There's not much I can say beyond the following wall of text to convince either party but this is what the game mechanics allow for. It will be GM discretion to allow or disallow until a time when the devs post something official. I hope it comes soon.

PRD on WBL wrote:

As PCs gain levels, the amount of treasure they carry and use increases as well. The game assumes that all PCs of equivalent level have roughly equal amounts of treasure and magic items. Since the primary income for a PC derives from treasure and loot gained from adventuring, it's important to moderate the wealth and hoards you place in your adventures. To aid in placing treasure, the amount of treasure and magic items the PCs receive for their adventures is tied to the Challenge Rating of the encounters they face—the higher an encounter's CR, the more treasure it can award.

Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value. It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased.

Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

PRD on Crafting wrote:

Magic Item Creation

To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

Until there are quotes in the WBL that incorporate systems where characters can make money(crafting, professions, performances), the rules that create the system are broken for those people. Not an arguement for pre-game crafting as this is applicable in game. It is only logical that these would apply pre-game as feats and skills get used at the level acquired but not the point of the argument.

If a character could solo an adventure, crafting doesn't affect things. He finds random wealth and makes it what he wants at a 1:1 ratio for value. If he finds gold he turns it into treasure at a 2:1 ratio. If he starts gaining more wealth than WBL indicates, the GM reduces the treasure found to keep things in check. This only affects one character and is simple to control without detracting from the crafting feats.

In a party, treasure is intended to be split equally. This isn't to say that after an encounter, characters should immediately split the wealth gained. It means that after an adventure each party member should have received an equal share of the treasure found to fit the 'roughly equal' in the WBL system.

Since items are sold for half their value and non crafters can only use the gold to purchase better items their wealth diminishes and it's up to the GM to provide more wealth to keep them on par with WBL. Or the GM gives the non crafters the items they want so they don't get sold and the WBL remains the same. Crafters on the other hand don't care what items they get since they have spent the feats to make any item useful by selling it and purchasing the materials to create more useful items.

Generally, when treasure is acquired that isn't useful to anyone in a group, it will be sold and the gold pieces will be split amongst the party or coins will be withheld from characters that received items they could use where the others didn't to maintain WBL;

If everyone is receiving the items they want, the crafters skills are no longer useful and the feat loses it's value.

If everyone but the crafter receives the items they want, WBL is maintained, but the crafter has to 'work' to maintain his where everyone else had it handed to them. This removes the benefit you gain from the crafting feats that lets you get the items you want. Why craft if you can just get what you want and not punish yourself by having to work harder than others for what you want.

If items are random so some are kept and some are not, everyone has equal wealth in market value after an adventure. The crafter is capable of selling these items and then making what he wants and maintaining his WBL. The non crafters either keep the not so useful items or sell them for half price and buy others which diminishes their wealth compared to the crafter. To keep the non-crafters comparable you now need to provide them with extra wealth while giving nothing to the crafter. The crafter receives no share of loot from adventuring because he was able to make better use of his money than the non-crafters. Or the crafter receives the full share required for gaining the next level while the rest of the party receive the full share + extra to catch up to the crafter.

If items are never what people want, all items are sold and the gold is split equally. The crafter is capable of having double their gold wealth in items to apply to wealth where the non-crafters have items equal to their gold wealth in items. To keep the non-crafters comparable you now need to provide them with extra wealth while giving nothing to the crafter. The crafter receives no share of loot from adventuring because he was able to make better use of his money than the non-crafters. Or the crafter receives the full share required for gaining the next level while the rest of the party receive the full share + extra to catch up to the crafter.

If the crafter is providing for the rest of the party to keep WBL balanced, the GM provides less loot to keep the WBL balanced. This works but is human interaction working outside of the game mechanics. There is no rule telling crafters they have to provide for other players to keep things balanced.

tl;dr I'm sorry.

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