
gnomersy |
The Craft feats let you have more choice after character generation. Unless you never gain levels and more treasure during the game, someone with a crafting feat can take what he finds in dungeons and shops and turn it into what he wants. Non-crafters are stuck with luck of the draw.
Except when you have a party full of non crafters if they sell it all the DM just gives them more loot to keep them at WBL until they have everything they want.
PS: Cantrip level in power? Power attack adds somewhere between 2 and 16 static bonus to your damage on attacks with melee weapons it's a huge benefit and a melee fighter who doesn't take it is doing it wrong.

Khrysaor |
Yes, you're assuming the DM follows those guidelines.
And doesn't say, roll dice to determine the page number in the monster manual he uses for that encounters monster. Or pick monsters because they look cool without understanding what 'CR' means.
LOL ;) I'm not assuming anything. Merely stating the text as I read it. It's all good. I'm all for run your campaigns how you want to run your campaigns anyway. The whole book is a guideline if you run successful campaigns that people have fun with.
EDIT: Even AP's are guidelines. If your party tears through it too easily it has to be adjusted as well.

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as you get higher level and progress further, oppurtunities to craft diminish. at least allow newly joining high level characters to benefit from these same windows they would have had if they were PCs the whole time. by denying them access to these windows, or even saying they spontaneously fall from the sky and magically join the party as if in DQ9, you are removing the benefits of the crafting feats.
if a party of 4 10th level PCs had a totaled year to craft over the course of 10 levels, at least give the new 10th level guy the 4 months of crafting time you gave the previous PCs before the current adventure and let them go together.

Irontruth |

Irontruth wrote:On what page does it state "Items crafted with feats only count for their crafted value for a characters wealth"?
If it doesn't say that, this isn't RAW, it's rules as you are interpreting them.
I'll show you that if you show me where it says the WBL chart is a representation of total item value rather than gold.
Per RAW, you get a certain amount of gold to start. You can use this gold to purchase items and you pocket the rest since it is unspent. Crafting says you can craft an item at 1/2 or 1/3 the base cost of the item. End of story.
As you adventure you encounter more treasure and gold. The crafter can use this gold to create an item that is worth twice or three times the amount he has, depending on if the item in question is mundane or magical. It's how the crafting abilities work.
Page 400, second paragraph, first sentence:
Table 12-4 lists the amount of treasure each PC is expected to have at a specific level.
Let say you have X gold, which is equal to your WBL. You take half of that to make one item. Now you have an item who's value equals your WBL, plus 1/2 of X in remaining gold. Your total wealth is now WBL x 1.5. If you make two items, you are at WBL x 2. If the campaign contains 3 other characters who are all close to WBL, one character being double cannot be considered to be "roughly equal" (page 399, final paragraph).
You must consider the total value of all treasure possessed by the character.

Khrysaor |
as you get higher level and progress further, oppurtunities to craft diminish. at least allow newly joining high level characters to benefit from these same windows they would have had if they were PCs the whole time. by denying them access to these windows, or even saying they spontaneously fall from the sky and magically join the party as if in DQ9, you are removing the benefits of the crafting feats.
if a party of 4 10th level PCs had a totaled year to craft over the course of 10 levels, at least give the new 10th level guy the 4 months of crafting time you gave the previous PCs before the current adventure and let them go together.
Nothing anyone says here is official and as such it is all up to GM discrection. You also need to assure your GM that it is a divided community when it comes to this and it is his/her decision which shouldn't be based off of what you say or this forum says until a time comes when the devs make it official.

Khrysaor |
1 person marked this as a favorite. |
Buri wrote:Irontruth wrote:On what page does it state "Items crafted with feats only count for their crafted value for a characters wealth"?
If it doesn't say that, this isn't RAW, it's rules as you are interpreting them.
I'll show you that if you show me where it says the WBL chart is a representation of total item value rather than gold.
Per RAW, you get a certain amount of gold to start. You can use this gold to purchase items and you pocket the rest since it is unspent. Crafting says you can craft an item at 1/2 or 1/3 the base cost of the item. End of story.
As you adventure you encounter more treasure and gold. The crafter can use this gold to create an item that is worth twice or three times the amount he has, depending on if the item in question is mundane or magical. It's how the crafting abilities work.
Page 400, second paragraph, first sentence:
Table 12-4 lists the amount of treasure each PC is expected to have at a specific level.
Let say you have X gold, which is equal to your WBL. You take half of that to make one item. Now you have an item who's value equals your WBL, plus 1/2 of X in remaining gold. Your total wealth is now WBL x 1.5. If you make two items, you are at WBL x 2. If the campaign contains 3 other characters who are all close to WBL, one character being double cannot be considered to be "roughly equal" (page 399, final paragraph).
You must consider the total value of all treasure possessed by the character.
And yet if you played these characters out from level 1 and gave everyone equal opportunity the crafters could still do the same thing in their adventures. Is it fair? Not entirely. Will the mechanics allow this? Yes entirely.

Bob_Loblaw |

What I would do is just have the new PC start with appropriate wealth.he is more than welcome to ask if he could have made custom items, or even noncustom ones, but I'm going to calculate his wealth (the real value or Market Price) of the gear.
If he ends up with 67k instead of 65k, that's fine with me. I want him to be close. My players craft all the time. They haven't asked for crafting pregame because they all started to 1st level and have progressed to 20th.
The majority of the crafting I see is through scrolls and wands with a few wondrous items. The wizard starts play with scrolls and like to have some written with metamagic feats so he doesn't have to always prepare the spell. He also has Staff-like Wand so he likes to make these cheap and then pump his own power into them. The wondrous items were all defensive. The druid, before he left the game, had made cloaks of displacement (I allow some things to replace the spell, like the hide of a displacer beast). They fought hard for 3 hides. They used the leathered hide of an owlbear to make their first belt of str/con +2.
They could have just done things all abstract the way the book says but they also like style.a common phrase at my table: "go for style points!" These are a lot like the points on "Who's Line is it Anyway?" They have no value but they are collected anyway.
I would also like to mention that my group tends to divy the treasure based on needs and then value. The barbarian2/rogue 4 had a masterwork urgrosh for a long time. He never complained. He did his job until he couldn't. The party then worked on getting the item some magic. This meant that the wizard needed to sell one of his 4 rings. My players adjust things on their own. I don't have to do much.
If they saw one character always shining while the others lived in darkness, they will make proper adjustments. I provide a certain amount of treasure. It is up to them to keep it as close to fair as possible. I look at combined wealth and then individual when. I come up with the wealth budget for the adventure. They always figure out how to keep it fair.

Khrysaor |
1 person marked this as a favorite. |
What I would do is just have the new PC start with appropriate wealth.he is more than welcome to ask if he could have made custom items, or even noncustom ones, but I'm going to calculate his wealth (the real value or Market Price) of the gear.
If he ends up with 67k instead of 65k, that's fine with me. I want him to be close. My players craft all the time. They haven't asked for crafting pregame because they all started to 1st level and have progressed to 20th.
The majority of the crafting I see is through scrolls and wands with a few wondrous items. The wizard starts play with scrolls and like to have some written with metamagic feats so he doesn't have to always prepare the spell. He also has Staff-like Wand so he likes to make these cheap and then pump his own power into them. The wondrous items were all defensive. The druid, before he left the game, had made cloaks of displacement (I allow some things to replace the spell, like the hide of a displacer beast). They fought hard for 3 hides. They used the leathered hide of an owlbear to make their first belt of str/con +2.
They could have just done things all abstract the way the book says but they also like style.a common phrase at my table: "go for style points!" These are a lot like the points on "Who's Line is it Anyway?" They have no value but they are collected anyway.
I would also like to mention that my group tends to divy the treasure based on needs and then value. The barbarian2/rogue 4 had a masterwork urgrosh for a long time. He never complained. He did his job until he couldn't. The party then worked on getting the item some magic. This meant that the wizard needed to sell one of his 4 rings. My players adjust things on their own. I don't have to do much.
If they saw one character always shining while the others lived in darkness, they will make proper adjustments. I provide a certain amount of treasure. It is up to them to keep it as close to fair as possible. I look at combined wealth and then individual when. I come up with the...
This is what makes you a good GM and you have good players that keep things within the constraints you like.
The problem is that it can go outside of these constraints using the mechanics of crafting if the player chose to craft more for himself than for the others to keep things balanced that way.
The other problem with this is when bringing in a character near the peak of gaming. What if a 20th level PC dies and you don't have access to a raise or the player would like a new character. Taking the craft feats is moot if the WBL says they can't exceed the other players when if they played a crafter from level 1 and made it to 20 they could have surpassed the WBL limits. So in this case you wouldn't take any craft feat.
Seems like Craft feats scale negatively with this. I know you don't think that money is the main benefit of the feats but if you can gain money from doing something it is a benefit. Same would be said of those mundane skills like craft, profession, and performance.
Seems like they're great for flavor and add to characters as you level. If you're already 20 you should just assume you never used those skills and just invest them elsewhere.
EDIT: Not arguing as this is a no win argument. GM discretion ftw!
I miss playing my businessman crafter. I want my magic city in Kingmaker full of golem defenders and airships.

mdt |

I see a lot of arguments that 'If I started from level 1, I'd have 2x WBL, so there!'.
You did start from level 1, and you adventured all the way up to level 8. Then, unfortunately, you did a stint in prison because you got captured by the evil Gottals and their minions. You were tortured day and night. You eventually escaped, and made your way back to your homeland, but in the intervening two levels, you've only managed to win back enough wealth to have 64,000gp worth of equipment, and you'd not have had that much if you hadn't been a crafter and been able to craft a lot of it.
Boom, there, done. Our crafter has exactly what he wants to start playing a level 10, and there's ample reason why he doesn't have 2x WBL, or even 1.25x WBL, and it's just as valid as saying 'I crafted for a year straight two years ago'. It even explains why he's a crafter and not wealthy. On top of that, if the main plot is to destabilize the Gottals empire, it gives the character a wonderful backstory to explain why he hates the furry little B******S!
Heck, he might even pick of some of his old equipment during the course of the game. :)

Irontruth |

And yet if you played these characters out from level 1 and gave everyone equal opportunity the crafters could still do the same thing in their adventures. Is it fair? Not entirely. Will the mechanics allow this? Yes entirely.
Where do you see in the book that the GM is supposed allow, encourage or advocate inequality of wealth between characters in a party? In fact, I'm seeing statements that they should be roughly equal.
I can think of story appropriate scenarios where the GM adds to the wealth of the players who have fallen behind (gifts from NPCs, items clearly designed for certain characters) and a lack of additional loot for the crafters to craft more.
Page 399,
The Pathfinder Roleplaying Game assumes that all PC's of equivalent level have roughly equal amounts of treasure and magic items.
I don't see any exception for crafting items, either in the Placing Treasure or in the feats themselves. To me, I consider +/-10% to be "roughly equal". I do not consider +/-100% to be roughly equal.

Khrysaor |
I see a lot of arguments that 'If I started from level 1, I'd have 2x WBL, so there!'.
You did start from level 1, and you adventured all the way up to level 8. Then, unfortunately, you did a stint in prison because you got captured by the evil Gottals and their minions. You were tortured day and night. You eventually escaped, and made your way back to your homeland, but in the intervening two levels, you've only managed to win back enough wealth to have 64,000gp worth of equipment, and you'd not have had that much if you hadn't been a crafter and been able to craft a lot of it.
Boom, there, done. Our crafter has exactly what he wants to start playing a level 10, and there's ample reason why he doesn't have 2x WBL, or even 1.25x WBL, and it's just as valid as saying 'I crafted for a year straight two years ago'. It even explains why he's a crafter and not wealthy. On top of that, if the main plot is to destabilize the Gottals empire, it gives the character a wonderful backstory to explain why he hates the furry little B******S!
Heck, he might even pick of some of his old equipment during the course of the game. :)
And unless your PC came up with that backstory it's not up to the GM to say where a character came from.
EDIT: You also direct a lot of these comments my way when I've said it's GM discretion to keep things in check as per your campaign. I've never said a player should have two times your precious WBL. I've said that craft feats make a character money. How is this represented in WBL?

Khrysaor |
Khrysaor wrote:
And yet if you played these characters out from level 1 and gave everyone equal opportunity the crafters could still do the same thing in their adventures. Is it fair? Not entirely. Will the mechanics allow this? Yes entirely.Where do you see in the book that the GM is supposed allow, encourage or advocate inequality of wealth between characters in a party? In fact, I'm seeing statements that they should be roughly equal.
I can think of story appropriate scenarios where the GM adds to the wealth of the players who have fallen behind (gifts from NPCs, items clearly designed for certain characters) and a lack of additional loot for the crafters to craft more.
Page 399,
The Pathfinder Roleplaying Game assumes that all PC's of equivalent level have roughly equal amounts of treasure and magic items.
I don't see any exception for crafting items, either in the Placing Treasure or in the feats themselves. To me, I consider +/-10% to be "roughly equal". I do not consider +/-100% to be roughly equal.
And we're back to the WBL is a rule again.

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but the crafting feats aren't giving you +100% ever. there are so many items not accounted for with that first feat. and considering that there is an invisible cap on the coinage you will find adventuring, and factoring both that not every item is wondrous and that consumables are not in infinitely self replinishing supply, your gold isn't +100% for one feat. people should stop handwaving the pocket change, all that pocket change expended does eventually add up. the invisibile cap is based on how long that PC adventures.

mdt |

And unless your PC came up with that backstory it's not up to the GM to say where a character came from.
And as the GM, it's my job to ensure that the rules are followed and everyone has fun, not just the guy who took the CWI feat. The rules say, roughly equal. If one guy is 50% over or 50% under, it's my job to adjust that. On character creation, it's my job to ensure that everyone is roughly equal, not everyone equal but the CWI guy twice as equal.
You can ignore the rules and houserule it however you want of course, and if you're players are happy with one guy always having 2x as much treasure and the CR's of creatures being reduced because he's raised the EPL by 1 through crafting, then that's fine.
I think you need to actually talk to your players. Before I left St. Louis, this actually came up and the players all agreed that crafting to get higher WBL was bogus and unfair. They still took crafting feats, because they couldn't always find a place to buy/sell/trade their wares. So it was all great to them. Their stance was, it would be very unfair for one person to have 2 times what everyone else had for a feat or two.
EDIT: Forgot to make my other point, got so wrapped up in the above. The character can have whatever back story he wants. If he wants me to make one up for him, I will (btw, I usually get told OMG I love that backstory), if he doesn't, he can make up whatever back story he wants, as long as it fits the world and his WBL is valid (per the guidelines).

Khrysaor |
Khrysaor wrote:It is up to the DM what characters are allowed, so if the player does not like that backstory, they can find a new DM.
And unless your PC came up with that backstory it's not up to the GM to say where a character came from.
So now GM's make everyone's backstory, pick the items we all get, and play my game for me. It's awesome what that GM will accomplish by himself rolling for 4 players that don't exist.

Khrysaor |
Khrysaor wrote:
And unless your PC came up with that backstory it's not up to the GM to say where a character came from.And as the GM, it's my job to ensure that the rules are followed and everyone has fun, not just the guy who took the CWI feat. The rules say, roughly equal. If one guy is 50% over or 50% under, it's my job to adjust that. On character creation, it's my job to ensure that everyone is roughly equal, not everyone equal but the CWI guy twice as equal.
You can ignore the rules and houserule it however you want of course, and if you're players are happy with one guy always having 2x as much treasure and the CR's of creatures being reduced because he's raised the EPL by 1 through crafting, then that's fine.
I think you need to actually talk to your players. Before I left St. Louis, this actually came up and the players all agreed that crafting to get higher WBL was bogus and unfair. They still took crafting feats, because they couldn't always find a place to buy/sell/trade their wares. So it was all great to them. Their stance was, it would be very unfair for one person to have 2 times what everyone else had for a feat or two.
Again with the WBL is a rule.

Khrysaor |
Guidelines are guidelines. Rules are rules. Optional Rules are Optional Rules. Fluff is Fluff.
A rule does not allow wiggle room. A rule is what is followed for fear of penalty. Deviation from a rule is breaking the rule. Deviation from a guideline does not break a guideline.
EDIT: Unless deviation is such that it renders the guideline useless.

mdt |

The DM approves of everyone's backstory, he doesn't write it. He approves of the items you choose, he doesn't pick them. Your hyperbole is immature and unneeded.
I've actually written some backstories before. But usually when it's either a weird situation or someone asked me to.
One example was someone had a character die in the middle of a dungeon dive, and there was no way to bring in a new character for at least one possibly two gaming sessions. He wanted to play a paladin, and I said I could get him in, but I'd need to jack with his back ground story to do so. He said he was fine with that, and I wrote a 2 page back story about him and his Paladin trainer, who had gone after an evil witch who was summoning negative energy elementals into the world using rituals. They ended up fighting something too powerful for them, and the trainer gave him two potions and told him to run to an old temple they'd found earlier in the ruins and drink one of them while she held off the negative energy demon and the shaman and his minions.
Fast forward 500 years, and the current party comes across an old temple with a web covered statue of a catfolk paladin and his tiger mount in an old temple...

mdt |

I'd say anything that brings up this many messages, this fast, and with this many opposing viewpoints is pretty much what the FAQ system was meant for. If it was 1 person arguing against 90, or 5 against 80, then no, we wouldn't need an FAQ.
Since it's 50 vs 50... I'd say we need an FAQ from the Devs.

Khrysaor |
somebody needs to lock this thread and ban the topic. all this aggression coming from both sides is not healthy, can we just agree to disagree and not bring this up? not everything needs a faq.
There's no aggression. It's fun having an argument for 8 pages in several threads where the only argument on one side has been basing a decision on a guideline designed to help a GM with basing encounters while giving ample rules, mechanics, and examples that can show deviation to attempt proving the other.
EDIT: it's usually how debates go. Someone finds something they feel is the crux and the other tries to find ways to prove it isn't.

Talonhawke |

Rin No Yukihana wrote:somebody needs to lock this thread and ban the topic. all this aggression coming from both sides is not healthy, can we just agree to disagree and not bring this up? not everything needs a faq.There's no aggression. It's fun having an argument for 8 pages in several threads where the only argument on one side has been basing a decision on a guideline designed to help a GM with basing encounters while giving ample rules, mechanics, and examples that can show deviation to attempt proving the other.
EDIT: it's usually how debates go. Someone finds something they feel is the crux and the other tries to find ways to prove it isn't.
Except that some people want guideline to mean nothing. If you have an essay due for class and the teacher says that for an A you should have about 2000 words and you turn in 500 and then whine that 2000 was only a guideline so your going to the dean good luck.
Claiming double the benefit of your money based off one feat is as bad as complaining about the numbers of arrows a fighter can shoot a round or how OP sneak attack is.

Irontruth |

And we're back to the WBL is a rule again.
What is your point with this statement?
I'm going to go to this again...
Lich (from the Bestiary) Would you adjust the CR of that entry with the following adjustments to the entry:
Removed all magic items
Double the number/value of magic items
Quadrupled the number/value of magic items
My point with this is that magic items can modify the outcome/difficulty/duration of an encounter. If you give a CR1/3 goblin a ring of wishes and the capacity to use it, it probably isn't CR1/3 any more.
If we acknowledge that magic items can modify the power level of an encounter, we must therefore acknowledge that magic items can modify the power level of a party.
Since magic items can modify the power level of a party, we should have a rough benchmark to help GM's know if their party is near the RAW power level of the rules. That benchmark is information for the GM to help him plan encounters and tool his campaign for his and his players preferences. Can you find me something in the rulebook that serves as a better benchmark than WBL?

Troubleshooter |

Part of my frustration lies in that crafting time is a balancing factor~ for item creation.
In one of our campaigns, we are constantly, -constantly- on the move. Item Creation would be an adequate idea at best.
In another one of our campaigns, there are literally months of free time. A single character with an item creation feat can create magic items not only for himself, but for the whole party, with no fear of choke-points for time.
So my problem is that it is not currently possible to hold a yardstick to Item Creation feats and say "it will make you X more powerful." As an analogy, it's like trying to judge the balance of a feat that gives you a +3 bonus to attack, damage, and saving throws against a single Humanoid subtype, when one adventure path features them once by book and another adventure path features them as the primary villains.

Aranna |

Wealth by Level in 3.5e was the average amount of treasure you could have rolled on the random treasure table in getting to your level. I am not sure if Pathfinder used the same concept. Meaning WBL could be drastically greater or lower for the party as a whole depending on luck and the types of encounters faced even in a normal treasure game. Add to that the play style of the group compounded with the play styles of each player and the entire WBL concept becomes meaningless if you played from level 1 to 10. Literally character A could have nearly zero for his share of WBL (especially if he frequently sells items to buy expendables and then heavily uses those expendables during play). While Character B could have three or more times the normal WBL (especially if he is part of a group that uses a simple lottery for magic item division and he gets lucky a lot). It isn't the GMs job to force one character to be equal to another... This is the job of the PCs. It is entirely on their own shoulders how they divide loot and how they spend it. Any attempt to force individual characters onto this unrealistic benchmark during play amounts to the sort of bad GMing that often gets GMs tossed from play groups.
WBL is a meaningless value not based in reality but based in an assumed average without any extra gain or loss. A GM should never rely on it. The best tool a GM has for gauging the treasure level of his group is his OWN brain! If fights seem a bit easy then maybe you should reduce the amount of dropped treasure till it evens out to where it should be. It isn't a hard concept.
As for starting a new character with crafting abilities... I have no easy answer. My best solution is to use the NPC WBL tables to force new PCs to divide their money between categories. That should at least limit the effects of crafting pregame. But I will admit that isn't play tested. As long as the GM is up front about equally applying it then it is perfectly fine to disallow crafting pregame altogether. As unrealistic as this seems it IS FAIR. Otherwise why wouldn't everyone buy a Craft(trade good) skill (no feat required) and start with triple the usual starting wealth? It is necessary to have an even start point even if the finish line isn't going to be even.

Buri |

Wealth by Level in 3.5e was the average amount of treasure you could have rolled on the random treasure table in getting to your level. I am not sure if Pathfinder used the same concept.
It does not. In the Equipment section the amount listed in the table presented are for level 1 characters. For levels above 1 you are referenced to the WBL table that has set values of gp for a given level. So, 2 characters of the same level have the same amount of gp to play with. The issue comes to play with crafting only requiring 1/2 of an item's base cost to create. That fundamentally allows a doubling of what a party could have, market value wise. If the item gets sold off they are back to where they are so I see no issue here. Similarly a mundane item can be created for 1/3 its base cost. This can gain a marginal profit as you can then turn around and sell that item for half of it's market value. However, only magical items have really high values so the profit gain is not the same if it were a magical item.
This debate, and my reason for creating the thread, is that it seems people limit what crafting can do by means of the WBL table rather than limiting crafting in-game, which, I think, should be the prescribed method. As I said earlier, it makes no sense why I can't swing a hammer on my anvil because some counter I can't see has reached it's limit. Per the mechanics of the game, as long as I have the gp to purchase the requisite crafting materials and the time to invest I should be able to craft what I want.
It is my argument that since a GM is ultimately responsible for what is found in the game world he is the one to limit both time and available resources. People have used hyperbole on here (Which, good job calling Khrysaor immature even when someone mentioned turning 4gp into a million and nothing was said. That was real "grown up" of you, let me tell ya.) to make it look as if the crafting character can run rampant with no end in how powerful they can become and refuse to accept responsibility as GM for the world they created. Essentially, if you don't want your characters to be decked out in full adamantine at level 5 then I suggest you limit the resources of your characters. I see nothing wrong with this. Yet, the debate continues even though in the very first paragraphs of the CRB it states a player in responsible for his character and the GM is responsible for the world the characters play in. :)
Otherwise why wouldn't everyone buy a Craft(trade good) skill (no feat required) and start with triple the usual starting wealth?
No such a craft skill exists. You can't "craft" wood. You go chop down a tree. The available craft skills are such: alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons. Nothing in there even hints at being able to make a raw material out of nothing and all you did was use more hyperbole. Your starting wealth is your starting wealth regardless. It's the same gp amount. However, with the crafter being able to create at half price and the PCs being able to sell at half price they do come out equal. I wonder if that's what GMs are angry about: the fact crafting makes it harder for you to steal from your players since they can net even and characters without crafting are essentially getting gypped for half at each selling transaction.

Ruggs |

Okay.
To play with ideas here, what if crafting were divided into two feats?
Craft Magic Item
Pre-req: None
Choose a magic item type (such as wondrous, or weapons and armor). You possess the ability and knowledge needed to craft these items. The ability to craft these items relies on possessing the correct amount of magical essence.
Magical essence may be produced in two manners: by breaking down existing items, or by channeling and storing certain amount of divine or arcane energies into certain containers. The cost of these storage containers is equal to the cost of the MI being created.
You may apply this essence to other items to create a variety of effects. In effect, whenever treasure is rolled you may choose to "swap out" any amount of the treasure roll at no cost. That is, if the treasure roll value is 2,000, you may effectively trade it for an equal amount of treasure of your choosing (so long as you know how to create that type of item). You are assumed to use a variety of methods to create enough essence to be able to accomplish this task.
Each time you take this feat, you may choose to exchange for a different type of item or items (such as wondrous, or weapons and armor).
Use of this ability requires 8 hours of work to craft the essence, and an additional 8 hours to apply it to each new item to be created. At the DM's discretion, smaller items may be created more quickly.
Beneficial Patron
Pre-req: None
You possess greater resources than the average adventurer, perhaps via a patron or other benefit, and may calculate your WBL at +1 to your actual total character levels. At the end of each story arc, you receive whatever amount of additional treasure needed to set you at this goal.
The language needs cleaned up quite a bit, and I'm still not sure I'm serious or not, here. I think this is more along the lines of adding a different dimension to a discussion that seems to be going in circles.

Irontruth |

(Which, good job calling Khrysaor immature even when someone mentioned turning 4gp into a million and nothing was said. That was real "grown up" of you, let me tell ya.)
No, it's a logical progression of relativism.
Your argument is that WBL is a starting amount used for new characters to spend in any manner (such as crafting supplies). But this ignores a GM (and players who agree to it) who has maintained a continuous balance between character wealth that is implied in the book (roughly equal).
You argue that a character who obtains a Holy Avenger for 60,000 has it count for only 60,000 of his WBL, even though it has a value of 120,000. My point is that since now we have firmly established that the price of a Holy Avenger can change, if a character obtains for for 0gp or 1gp, should it only count for that value of his WBL as well?
WBL is a benchmark to be measured at all times for the GM to continue planning his game. I'm not saying it should be used as a punishment, but rather a measuring tool to determine the power level within a game and to plan future progression. Your arguments have also ignored the fact that GM's and players can be reasonable people and talk about these things and use this as a tool to maintain balance within their games.
Show me a more objective tool in the book for a GM and player to measure the balance of power (of the totality of their magic items) between two characters than WBL.

Khrysaor |
Khrysaor wrote:Rin No Yukihana wrote:somebody needs to lock this thread and ban the topic. all this aggression coming from both sides is not healthy, can we just agree to disagree and not bring this up? not everything needs a faq.There's no aggression. It's fun having an argument for 8 pages in several threads where the only argument on one side has been basing a decision on a guideline designed to help a GM with basing encounters while giving ample rules, mechanics, and examples that can show deviation to attempt proving the other.
EDIT: it's usually how debates go. Someone finds something they feel is the crux and the other tries to find ways to prove it isn't.
Except that some people want guideline to mean nothing. If you have an essay due for class and the teacher says that for an A you should have about 2000 words and you turn in 500 and then whine that 2000 was only a guideline so your going to the dean good luck.
Claiming double the benefit of your money based off one feat is as bad as complaining about the numbers of arrows a fighter can shoot a round or how OP sneak attack is.
Your example is opposing your argument from WBL. Since your essay is only 500 words your teacher will beef it up with 1500 words to make your essay similar to the rest of the class. If you chose to write 4000 words your teacher is angry because you wrote too much and were allowed to write more information than the rest of the class thus upping your class rating by +1 or even +2.
You guys keep arguing with me directly that some people want a guideline to mean nothing based off of my comments when I have said it's a guideline designed to help a GM with baseing encounters. Did I say it means nothing? No I said it means it's a guideline. If a GM decides that WBL is insufficient for his campaigns he can modify it however he wants to make for better encounters and better gameplay. What I didn't say was completely ignore WBL because it's just a guideline. What I did say was it is a guideline and guidelines are not rules.
Its also been the other side of the fence arguing for the 2xWBL with crafting feats when this side says the GM needs to limit this so it doesn't break the balance. If 2xWBL is breaking the balance then obviously the GM needs to step up. If every character has 2xWBL because the crafter is helping everyone, your definition of balance of party equality is not broken. It just means that the GM now needs to adjust encounters in accordance with his PCs.

Khrysaor |
Khrysaor wrote:And we're back to the WBL is a rule again.What is your point with this statement?
I'm going to go to this again...
Lich (from the Bestiary) Would you adjust the CR of that entry with the following adjustments to the entry:
Removed all magic items
Double the number/value of magic items
Quadrupled the number/value of magic itemsMy point with this is that magic items can modify the outcome/difficulty/duration of an encounter. If you give a CR1/3 goblin a ring of wishes and the capacity to use it, it probably isn't CR1/3 any more.
If we acknowledge that magic items can modify the power level of an encounter, we must therefore acknowledge that magic items can modify the power level of a party.
Since magic items can modify the power level of a party, we should have a rough benchmark to help GM's know if their party is near the RAW power level of the rules. That benchmark is information for the GM to help him plan encounters and tool his campaign for his and his players preferences. Can you find me something in the rulebook that serves as a better benchmark than WBL?
My point is that it is a guideline and not a rule. I thought I worded it clearly enough. Rules govern a game. Guidelines set a general path. Look at the roots of the words. Guide and line. A guide is something that leads you, and a line is the trace of a point along it's course. Lines can be straight or curved.
We already acknowledged that magic items can modify the power level of a party and this is why we all said that limitations need to be set. Only the limitations of one side vs the other is that we all the rules and mechanics to provide the variation they do while controlling it to maintain a balanced and fun game. The other side is absolutely not going to allow for crafting and its mechanics to get any sort of benefit beyond the one listed in the feat section and totally ignoring how the mechanics will work in-game according to the crafting magical items section.

Aranna |

No such a craft skill exists.
That is not a complete list of Craft skills... Hmmm, looking at the rules... Gems and Jewelry used to be trade goods in 3.5e. I guess PF changed that?
Regardless, take linen then from pathfinder's trade goods table. Pregame you have as much time as you need. Someone with Craft (cloth) could take the say 1000gp for one example of start money off the WBL table (level 2) and buy the materials required to craft Linen cloth, craft it, and start with 3000gp in Linen cloth. Then before start they could trade that linen for magic items at full value. That is triple. I guess if you have limitless time you could also start with limitless money if you simply rinse and repeat with the above method. As you might be able to see this is only useful if you have vast amounts of free time. Since a starting character has over a decade of free time it is only fair to restrict how that time can be used. It is also wise to eliminate "fast time" plane shifting. Unless you don't mind your PCs having vast wealth even beyond the tables.

Khrysaor |
Buri wrote:(Which, good job calling Khrysaor immature even when someone mentioned turning 4gp into a million and nothing was said. That was real "grown up" of you, let me tell ya.)No, it's a logical progression of relativism.
Gross exaggeration of an idea is logical progression of relativism and not considered hyperbole? When I said that a GM is to decide the backstory of a character and the items they get after people said, as GMs, they decide the backstory a character has and the items they get is me being immature and using hyperbole? So where does mdt's comment on taking craft(coins) and crafting money fit into all of this? It's nice to see when one side of an argument has more people arguing it at a time they all fail to see when their side is doing the same thing.
Your argument is that WBL is a starting amount used for new characters to spend in any manner (such as crafting supplies). But this ignores a GM (and players who agree to it) who has maintained a continuous balance between character wealth that is implied in the book (roughly equal).
You think it ignores the GM but you also, I guess you're a GM, choose to ignore the rules because you've placed some greater power upon yourself? How is it ignoring game mechanics is allowed but ignoring guidelines isn't? Game mechanics usually exist because of rules. If you'd really like to argue this, WBL is a general statement allowing variation and is trumped by the specific that is the crafting rules which don't allow variation unless you wish to houserule it.
You argue that a character who obtains a Holy Avenger for 60,000 has it count for only 60,000 of his WBL, even though it has a value of 120,000. My point is that since now we have firmly established that the price of a Holy Avenger can change, if a character obtains for for 0gp or 1gp, should it only count for that value of his WBL as well?
No we haven't established that the price of the Holy Avenger can change or that any magic item can change in your understanding of the term. Magic items come with a market value and a crafting value. The argument is that a crafter can acquire items cheaper than a non-crafter. As such your point is invalid and is hyperbole and according to others is immature we can dismiss this argument.
WBL is a benchmark to be measured at all times for the GM to continue planning his game. I'm not saying it should be used as a punishment, but rather a measuring tool to determine the power level within a game and to plan future progression. Your arguments have also ignored the fact that GM's and players can be reasonable people and talk about these things and use this as a tool to maintain balance within their games.
Please make sure your terminology is accurate. Benchmarks and guidelines are not the same thing. I did my fair share of surveying in University and a benchmark is an absolute number that people use to determine things like elevation. There is no variance. It is a set number. Like a rule by which engineers will determine the shifting of the earth relative to buildings.
Show me a more objective tool in the book for a GM and player to measure the balance of power (of the totality of their magic items) between two characters than WBL.
Wealth is subjective to the character. Wealth is directly relative to WBL. WBL is subjective to the character. You can't say something is objective when it says it is variable by nature. If it is objective it applies regardless of circumstance.

Khrysaor |
Buri wrote:No such a craft skill exists.That is not a complete list of Craft skills... Hmmm, looking at the rules... Gems and Jewelry used to be trade goods in 3.5e. I guess PF changed that?
Regardless, take linen then from pathfinder's trade goods table. Pregame you have as much time as you need. Someone with Craft (cloth) could take the say 1000gp for one example of start money off the WBL table (level 2) and buy the materials required to craft Linen cloth, craft it, and start with 3000gp in Linen cloth. Then before start they could trade that linen for magic items at full value. That is triple. I guess if you have limitless time you could also start with limitless money if you simply rinse and repeat with the above method. As you might be able to see this is only useful if you have vast amounts of free time. Since a starting character has over a decade of free time it is only fair to restrict how that time can be used. It is also wise to eliminate "fast time" plane shifting. Unless you don't mind your PCs having vast wealth even beyond the tables.
Once it's been crafted it's no longer a trade good. You're not buying linen thread to make linen cloth. You're buying linen cloth to make into a crafted tapestry or blankets or similar. When you now sell this item you get half the market value being 1500gp. Yes you make money on mundane crafting at a rate of 1/6th the market value. This is even more broken than the crafting rules and allow a player to make a higher profit ratio than magic crafting but at a slower rate. This doesn't aid or deny the argument any and actually proves that crafting makes you money. If we're going to be using exaggeration for all examples WBL makes no sense at all. With your example why would I start with xd6 wealth when you've been crafting since age 10 until you started adventuring at age 20 and now have unlimited wealth as a level 1.
The big argument is, since crafting will net you a profit, where is this represented in WBL vs someone who doesn't craft. If everyone starts with equal wealth, a non-crafting adventurer is equal to the crafting adventurer even though they've both done the same things in their adventures except the crafter has turned every coin they split into an item of double the gold value. Adhering to WBL and ignoring the crafting mechanics means that the craft feats hold no benefit for the character and you might as well not take them since everyone can choose any item on creation with the WBL funds allowed. An in-game character will have more unique items than the guy who just found the generic stuff, but he will also have more items since when items found weren't used, they were liquidated and gold split. The non-crafter used his gold to buy items and is accounted for in WBL and there's a statement that specifically says it is assumed character are selling items and buying others. The crafter used his gold to craft items and isn't accounted for in WBL by the exact same line. The crafter doesn't have to buy items when he can make them.