
Trogdar |

I think I am being turned to the idea that magic item creation in and of itself needs a fix (as well as to Adamantine Dragons position that magic items themselves are the cause of the problem)
Some things I would implement to the crafting rules and magic items themselves:
1) Magic items should be removed from the inherent progression of the game completely. Especially in terms of the Big 6 magic items. The bonuses gained from these items should instead be made apart of the inherent progression of the game. Basically, Characters should simply get these bonuses as apart of leveling up. (How this interacts with DR would be another interesting notion. It could mean that items would need special properties again in order to get through said DR, or one could implement the notion that fighters and other martial classes gain abilities that allow their attacks to bypass DR as a class feature.)
2) Remove the necessity of spells and feats in crafting magic items, and instead make ones ability to craft magic items dependent on the craft skill themselves with set DCs based on the item being created.
3) Organize and consolidate the craft skills themselves (Bows and weapons should not be separate categories).
4) Reorganize the Wealth by Level chart for PCs to account for players no longer needing the big 6 magic items.
The basic idea behind all of this is that a character wouldn't need anything more than a +1 Sword and instead of enchanting or replacing it so as to keep up with the numbers in the game the have the ability to apply enchantments themselves, regardless of class, in response to what is thrown at them in the game. SO, say a fighter gets a +1 sword and early in the campaign they are facing a lot of undead so they make a crafting check and put a holy enchantment on the sword. Then later the campaign turns and the fighter has to face down some dragons instead so they put Bane on the sword and apply it specifically against dragons. Now we have a +1 holy dragonbane longsword...
This is basically what I suggested at the start of the thread. I got told off for being off topic :P

Khrysaor |
Easiest solution to the crafting imbalance of non casters...
Is level dip. 3-5 levels in a caster class and there's your craft wondrous item! Sure you didnt invest skillpoints in spellcraft so you suck at it but news flash. You're supposed to suck at it. Who do you think you are? Janeway? No man is an island. The journey to perfection cannot be an internal journey alone! You stick with being the slashy or the shooty and let the spellcrafters do the spellcrafting as the gods intended. You want to make magic items it'd help if you had any experience or background in oh, I don't know. Say... Magic?
If it is clearly so imbalanced as a single feat then go get it! You want the advantage but you dont want to have to give up anything for it.
Heh. I agree with you that it's not supposed to be as easy for non casters as it is for casters, and it shouldn't be balanced so every class has equal opportunity. If you don't understand magic, why should you be able to imbue items with it as well as people that do? Its the same argument on these boards for any time someone can't do something that another class can , but they want it too.
A common argument of the many threads like this, has been the smith who's so good at his trade he forges magic into the items he builds, followed by citation of other fantasy literature. This isn't even implied with Master Craftsman. The fluff is "Your superior crafting skills allow you to create simple magic items". You then follow the magic item creation rules, which have nothing to do with mundane crafting techniques. The idea of Master Craftsman is that you understand something so fully that you can imbue it with magic. i.e. you're so good at using a certain type of material or crafting specific items that you understand how to enhance them.
The thing I don't get about it all is how some people get dismissive when you provide help that you'd think would give perspective. I suggested using profession tanner earlier so any item made of leather could be enchanted. This covers a lot of items and many of the wondrous variety don't even say what they're made of.
Just understand that this thread is in home brew and is not a discussion of the rules or an attempt at having a rule changed from the official rules, but someone's attempt at changing the rules at their own table. Likewise, people discussing the home brew change should not argue that the system is broken and needs to change but merely state, this is my home brew and this is why I did it. Enforce the positives like wanting non crafters to be just as capable while avoiding the generic negative statements or accusatory ones that just act as trolls.
Everybody games differently. This is why there's a clause that lets anyone change a rule at their table.

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Remember that Master Craftsman only applies to one Craft skill, not to everything the related magic item creation feat could possibly cover. A fighter who wants full benefit of Craft Magic Arms & Armor needs to take max three skills (Craft Weapons, Craft Bows, and Craft Armor) and take four feats (Master Craftsman [Weapons], Master Craftsman [Bows], Master Craftsman [Armor], and Craft Magic Arms & Armor). Four feats and three maxed skills on a class with minimal skill points is expensive; this is more than just a couple of levels delay.
Actually, even that isn't allowed, since I've just noticed that Master Craftsman has no language saying you can take it multiple times. Your non-caster can never craft both her own magic swords and her own magic bows, or her own magic axes and her own magic armor, or her own magic shields and her own magic belts. The game does not permit it no matter how much you invest, short of dipping five levels in a caster's class.
A true master craftsman wouldn't be doing all of the above. Craftsman generally pick one type of skill and that is the one they perfect. You generally don't find master smiths who make all kinds of weapons and armor, they specialize. And fighters generally don't have the skill ranks to spare to do all three or even two of the above.

Peter Stewart |

We went the opposite direction in my game. Crafting is all run by a single feat, craft magic item, but the cost of crafting is increased to 75% of item value. You can take specialized feats such as brew potion or craft wondrous item to reduce the cost to the normal 50%.
No problems so far, though we have a few other house rules in play (50% of the value of any sold item becomes non-combat wealth used for things other than gear upgrades for instance) that might also contribute.

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I don't need for the rules to allow non-casters to make potions or wondrous items to be satisfied.
I do think a martial class should be able to make arms and armor if they take the feat.
Even the way these things are created and imbued is different from other magic items. I don't think it would take much change to say these items are magic by material and craft in a way that is different than a potion, wand, ring, etc...
But I do think what we have now is one side of the coin (Casters) can make all of the primary elements of their class, as well as the elements of others with the less investment than a martial can craft their own.
I am fine if they can only craft a weapon they have skills at crafting in, as that makes thematic sense, but there is enough history and trope of the item forged by such and such smith being ubersword that it need not be the domain of casters to make great weapons and armors.

Roberta Yang |
2 people marked this as a favorite. |

Craftsman generally pick one type of skill and that is the one they perfect.
Then why is the same not true of Craft Magic Arms & Armor in general? Why can the ancient genius dwarven smithy never learn to craft magic swords and magic bows, but the fifth-level wizard can learn to craft magic swords, bows, shields, and armor with one feat?
And fighters generally don't have the skill ranks to spare to do all three or even two of the above.
"It doesn't matter that we're screwing over fighters here because we're already screwing over fighters so it balances out!"
K.

redliska |

At the end of the day an RPG is a game and every player should get to participate at all times. If the wizards and clerics can help kill monsters and find traps the fighters and rogues should be able to contribute to the making of magic items.
If you were playing Monopoly and the race car couldn't buy property it would seem like a fairly odd and unnecessary rule. Because the rogue and fighter haven't studied magic they shouldn't get to make cool items might make sense internally but as far as gameplay goes I think it's counter productive. If non magic items had more feature to distinguish themselves other than masterwork or not and could be created at a reasonable (not realistic mind you) rate without spells it would make for better balance and fun even if the casters would benefit too.

Khrysaor |
I don't need for the rules to allow non-casters to make potions or wondrous items to be satisfied.
I do think a martial class should be able to make arms and armor if they take the feat.
They can as long as they have something to give them a caster level. Take profession metalsmith and you can make any weapon, armor, shield, or wondrous item that has metal components.
Even the way these things are created and imbued is different from other magic items. I don't think it would take much change to say these items are magic by material and craft in a way that is different than a potion, wand, ring, etc...
You're asking for the addition of another crafting system when this is covered by creating magic item rules. You aren't forging the weapon. You can buy a masterwork weapon and unlock its potential with your knowledge of crafting or understanding of metallurgy. This could as easily be a ritual performed.
But I do think what we have now is one side of the coin (Casters) can make all of the primary elements of their class, as well as the elements of others with the less investment than a martial can craft their own.
This is because you're making magic items. Key word being magic. A caster that knows magic will know how to put magic into anything where the crafter or professional will only know how to do something very specific related to their craft. The casters craft is just as specific, they can only make magic items and spellcraft doesn't make mundane items.
I am fine if they can only craft a weapon they have skills at crafting in, as that makes thematic sense, but there is enough history and trope of the item forged by such and such smith being ubersword that it need not be the domain of casters to make great weapons and armors.
It isn't just the domain of casters. With the appropriate feats, the non caster can do just that. You're suggesting that 3 ranks in a craft should equal 3 levels of a caster class for making wondrous items. Can I take 1 rank of perform (oratory) and create a bardic performance?
Then why is the same not true of Craft Magic Arms & Armor in general? Why can the ancient genius dwarven smithy never learn to craft magic swords and magic bows, but the fifth-level wizard can learn to craft magic swords, bows, shields, and armor with one feat.
They do. The craft skill is called Spellcraft and allows them to craft spells into items through enchantment. Not having a capacity for spells means you don't understand how to craft with spells. Master Craftsman teaches you how to use a mundane skill to make magic. Your Dwarven smithy can't make bows because smiths don't make bows. The smithy could learn to make magic weapons, armor, shields no problem as they all apply to his craft and if he took the feats he's fine.
"It doesn't matter that we're screwing over fighters here because we're already screwing over fighters so it balances out!"
The intended role of a fighter was not to sit and craft magic items, but the game is designed that if you want to, you can have an option to do so. Why is this such a hard thing to accept? It's like complaining that a summoner doesn't get sneak attack, even to a limited capacity, or why your wizard can't have full BAB.
At the end of the day an RPG is a game and every player should get to participate at all times. If the wizards and clerics can help kill monsters and find traps the fighters and rogues should be able to contribute to the making of magic items.
If you were playing Monopoly and the race car couldn't buy property it would seem like a fairly odd and unnecessary rule. Because the rogue and fighter haven't studied magic they shouldn't get to make cool items might make sense internally but as far as gameplay goes I think it's counter productive. If non magic items had more feature to distinguish themselves other than masterwork or not and could be created at a reasonable (not realistic mind you) rate without spells it would make for better balance and fun even if the casters would benefit too.
But that's the point. Everyone can already do these things, just to various degrees. You take the feats on a non caster so you can make magic items just like a caster. The difference being you need one extra feat to be able to do so and are limited by the skill you use. A cleric can't find and disarm traps as easily as a rogue. Should this be a point of contention and allow everyone to disarm traps as well as a rogue? No, because it's what a rogue does by nature. Much like the nature of a caster is magic, so making magic items is nature by proxy.
Anyone can be the face, the tank, the crafter, the trap finder, the <insert party role here>. Some classes are better than others any of these things. Why should crafting magic be a balanced thing among every class?
Crafting, in general, isn't nature to any class, just that every class has the capability to do so. Some classes are limited to making purely mundane items because they lack the fundamentals that are magic. Taking a single feat allows you to overcome that limitation for non casters. Some classes are really good at crafting and get bonus feats or built in mechanical features that make them dominate this field.
Monopoly is a bad example because there is no variance in the pieces beyond their image. They are merely position markers. You could remove all the pieces and use different colored smarties if you wanted. Or the same colored smartie if you could remember which piece is yours. I have thought of the idea of mundane crafting providing various levels to the masterwork property to make items with enhancements but you would need another game system and it would now act as a bridge interacting with the existing mundane and magical creation systems. The overlap will lead to more threads like this.

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LazarX wrote:Craftsman generally pick one type of skill and that is the one they perfect.Then why is the same not true of Craft Magic Arms & Armor in general? Why can the ancient genius dwarven smithy never learn to craft magic swords and magic bows, but the fifth-level wizard can learn to craft magic swords, bows, shields, and armor with one feat?
LazarX wrote:And fighters generally don't have the skill ranks to spare to do all three or even two of the above."It doesn't matter that we're screwing over fighters here because we're already screwing over fighters so it balances out!"
K.
One, he also needs the skills to craft those items, or he's NOT crafting them at all, he's just enchanting them. And most wizards don't spare the skill points to be good at producing the masterwork item that's neccessary. neccessary, they get a master craftsman to do it for them. So the claim that they just "do it all with one feat" is disingenuous.

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@LazerX - Except fabricate and masterwork transformation....
@Khrysaor - Weapons and Armor are already crafted under different rules than other magic items. Simply making that subset the domain of everyone rather than just casters, and leaving the rest to caster is an easy adjustment that makes sense.
You can have the "magic" armors require casters, but the "Special Abilities" should be open for anyone who takes craft magic arms and armor with the skill level being the caster level.
That seems like an easy adjustment that makes a lot of sense.

Roberta Yang |
1 person marked this as a favorite. |

A wizard who puts one point into a Craft skill can autopass just about any check by taking 10, and they have plenty of skill points to spare. And considering how bloody slow mundane crafting is, the wizard with Fabricate is the only party member who has a viable alternative to buying the mundane items off the shelves.
(Not to mention that the price of the enhancements is so much greater than the price of the mundane base item that the wizard wouldn't be particularly hurt by spending 300gp on the original item anyhow.)

Khrysaor |
@LazerX - Except fabricate and masterwork transformation....
@Khrysaor - Weapons and Armor are already crafted under different rules than other magic items. Simply making that subset the domain of everyone rather than just casters, and leaving the rest to caster is an easy adjustment that makes sense.
You can have the "magic" armors require casters, but the "Special Abilities" should be open for anyone who takes craft magic arms and armor with the skill level being the caster level.
That seems like an easy adjustment that makes a lot of sense.
Fabricate is a 5th level spell and masterwork transformation is a 2nd level spell. If you're arguing any number of skill ranks, even 20 ranks, should be on par with a spell requiring a 9th level wizard to cast a 5th and 2nd level spell, you have outrageous expectations.
Craft magic arms and armor has the exact same rules for any other magic item except one clause. The enhancement bonus requires a caster level of 3 times the value.
Crafting mundane items fall under a separate rule system. Why should someone be able to create magic items without knowing anything about magic. Why should having ranks in anything equate to a caster level? If I have 10 ranks in acrobatics do you get a +30 bonus as provided by the jump spell for free because I have them?
This is my problem with the suggestion.
Non casters need x ranks to qualify for a feat and use x ranks to craft.
Ranks + feat = items
Casters need y CL to qualify for a feat and need z ranks to craft.
CL + feat + ranks = items
There is now 3 variables for the caster and only 2 for the non caster. How about the CL of the caster is what you roll for items then so it's a caster level check to make items? Now the caster is behind on a class skill mod and a stat mod. Or remove the CL clause from all item creation feats and make it spellcraft or craft ranks instead. Except this is like saying, sure you gained levels and sure you've learned so much about magic that you've progressed to a new height of spell casting, unfortunately you didn't learn anything about magic in regards to items. Even though at level 3 you could make bracers of armor that give an armor enhancement bonus you didn't put 2 more ranks into Spellcraft and have no clue how to apply the exact same logic to regular armor.
Why is one feat so hard to swallow? I posted numbers earlier showing that someone using craft can actually make items easier than a caster. The caster had to take skill focus to pull slightly ahead.
Lv. 10 Rogue takes master craftsman and craft magic arms and armor.
Profession Blacksmith to understand the wonders of metal to imbue into weapons and armor. Enchants his scimitar and mithral chain shirt.10 ranks + 3 class + 2 feat + 2 tools + 1 stat (+1 trait) = +18(19)
Lv. 10 Cleric takes skill focus Spellcraft and craft magic arms and armor.
10 ranks + 3 class +6 feat +1 stat (+1 trait) = +20(21)
No skill focus and the cleric is down to +14(15)
It's an easy fix at your table if that's what you want and it doesn't break the system. It just makes magic items even more common place. I personally like that you can have a craftsman who has 20 ranks and not be a master craftsman who can make magic. The former is still a master craftsman, he just doesn't have the capacity to imbue items with magic.

Roberta Yang |

Fabricate is a 5th level spell and masterwork transformation is a 2nd level spell. If you're arguing any number of skill ranks, even 20 ranks, should be on par with a spell requiring a 9th level wizard to cast a 5th and 2nd level spell, you have outrageous expectations.
Yeah I hate it when non-wizards are allowed to do things too.
Lv. 10 Rogue takes master craftsman and craft magic arms and armor.
Profession Blacksmith to understand the wonders of metal to imbue into weapons and armor. Enchants his scimitar and mithral chain shirt.
10 ranks + 3 class + 2 feat + 2 tools + 1 stat (+1 trait) = +18(19)Lv. 10 Cleric takes skill focus Spellcraft and craft magic arms and armor.
10 ranks + 3 class +6 feat +1 stat (+1 trait) = +20(21)
No skill focus and the cleric is down to +14(15)
I like how we ignore here that Profession Blacksmith already spent one feat more than the cleric, that Profession Blacksmith has to meet higher DC's because only the cleric gets to meet the spell requirements, that Profession Blacksmith can only make a subset of the items that the cleric can (and that only the cleric can expand their options even further), and that you arbitrarily handed Profession Blacksmith a masterwork tool but didn't do so for the cleric.
Basically what I'm saying is I like how these numbers are basically completely false in every conceivable way.

Khrysaor |
Yeah I hate it when non-wizards are allowed to do things too.
I know right. Except the non casters are all capable of doing it. You know what else I hate? Why do rogues get sneak attack when my wizard doesn't. He has 20 ranks in stealth. What about my cleric not having wizard spells. 20 ranks in knowledge arcana and Spellcraft. Can't believe my fighter can't get angry and go into a rage mode just like the barbarian. My wizard doesn't have dominant knowledge checks next to this bard. Absurd with my +10 intelligence mod.
I like how we ignore here that Profession Blacksmith already spent one feat more than the cleric, that Profession Blacksmith has to meet higher DC's because only the cleric gets to meet the spell requirements, that Profession Blacksmith can only make a subset of the items that the cleric can (and that only the cleric can expand their options even further), and that you arbitrarily handed Profession Blacksmith a masterwork tool but didn't do so for the cleric.
Basically what I'm saying is I like how these numbers are basically completely false in every conceivable way.
Let me point out the lines you chose not to read again.
Lv. 10 Rogue takes master craftsman and craft magic arms and armor.
Profession Blacksmith to understand the wonders of metal to imbue into weapons and armor. Enchants his scimitar and mithral chain shirt.
10 ranks + 3 class + 2 feat + 2 tools + 1 stat (+1 trait) = +18(19)
Lv. 10 Cleric takes skill focus Spellcraft and craft magic arms and armor.
10 ranks + 3 class +6 feat +1 stat (+1 trait) = +20(21)
No skill focus and the cleric is down to +14(15)
Example 1 clearly states 2 feats, example 2 clearly states 2 feats, and example 3 shows the removal of 1 feat from example 2. This shows that the non caster has a higher mod unless the caster makes an equal investment of feats. This makes Master Craftsman equatable to skill focus in the sense that crafts can also be provided with mundane circumstance bonuses.
The cleric doesn't get a masterwork tool because there is no such thing as a tool that gives a +2 to Spellcraft. Masterwork tools are involved with the specific skills craft and profession.
You can always provide the spell requirements with a wand or a scroll just like anyone else. Or have another caster provide it, just like anyone else. Much like the caster may not have the available spell prepared or known and can take the +5 DC. In the example, the non caster has a +4 to the mod above the caster with no skill focus. This is already the first spell not needed.
As to the "subset of items", pick a more encompassing skill to get what you need. Read and figure out what you want and what will be suitable. Having a larger list doesn't mean you're better. Having a larger list doesn't mean you will make everything on that list. When you play a caster, do you cycle through every spell on your list just because you have them?
All I'm hearing out of you is that non casters should be as good as caster when it comes to magic that isn't casting magic. How about some reasonable expectations.

Khrysaor |
Magic items require specific magic spells to make them.
Only if specified in the prerequisite entry. Otherwise add +5 DC. Anyone can do this.
Arms and Armor have entirely different guidelines.
This is specifically mundane items and are rules, not guidelines. Magic arms and armor follow the rules for magic items with the one clause mentioned earlier. You are not making the base item, merely adding an enchantment to it.
With a 2nd level spell a wizard can make any generic weapon or armor masterwork.
Requires the cost of making the masterwork component, 3 levels of wizard, the cost of the spell. A commoner could do the same without magic.
The 5th level spell simply removes the need to even do that.
Can only make non masterwork items and still requires that you cast masterwork transformation after.
A non caster has to walk. Wizard teleports or flies.
A non caster has to rest to heal. Cleric cures wounds.
A non caster has to sleep 8 hours for rest. Nap stack.
A non caster is forced to do everything through mundane means. Just like in real life. If casters existed, everyone would study to be one because it makes everything easier. This is called disparity. It will always exist when there are classes that are mundane and classes that are magical.

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1 person marked this as a favorite. |

A few thoughts...
* One of the annoying things about item creation is that caster-crafters have something valuable to do in downtime; the game system guarantees this. Anyone without crafting feats could have something useful to do in downtime, but that depends on the campaign. Maybe while the wizard is a-crafting, the rogue is dipping his toes in the politics of the thieves' guild, and the fighter is politicking with the city militia. The difference is that those things don't have mechanical benefits built into the game system, and they're not guaranteed to be available as a pastime.
* The mundane craft system is depressing. It's annoying that spells like Fabricate are the only way to get bigger things done. That should be dealt with separately. Clearly, basing the time to make something on the GP cost isn't working out.
* I understand the classic image of the blacksmith imbuing his work with magic because he's just that good. But on the other hand, PF is a much more high-magic game than the literary tradition of the master blacksmith. In PF, that master blacksmith might be a wizard that took CMAA. Blacksmiths are occasionally portrayed as rather more "in the know" than ordinary medieval peasants - why wouldn't they be wizards in a more high-fantasy game?
* Meanwhile, do wizards actually take CMAA so often? CWI, I can see that happening. CWand, maybe, particularly if you heavily use an improved familiar to UMD them. But wizards have very little use for all the magic arms and armor to be created, so it's rather an annoying feat to take. Frankly, I'd expect clerics to be the ones taking it; they have more use for the items, and have most of the needed spells.
* A big theme seems to be that fighters should be able to make magic gear themselves. Every class should be self-reliant. I disagree with that. The game isn't meant to be played solo; casters do poorly without a martial meat shield/killing machine; martials do poorly with caster support.
* That said, the situation is rather one-sided; martials rely on casters to make magic items which they basically need because of CR/WBL/Big Six phenomenon. So while the dependency during uptime adventuring is reciprocal, it's not during downtime. That's annoying.

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A non caster drinks a potion.
A non caster wears an item that allows them to teleport.
A non caster wears an item to not sleep.
Because magic items exist and are sold.
If you have no actual point, why do you continue in the thread? You want a disparity, and you will find a way to perpetuate in your game, we get it.

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Hey, how about this?
Let's start with the concept of distinctions: feat-like training that fills a role similar to Big Six items, which you gain at the cost of reduced WBL.
Let's take that idea a step further. You can get this Training at the cost of money; but you need a trainer. You can actually train yourself, if you have the correct Training Feat. Those resemble item creation feats, but don't require magic. Providing training through the feat costs only half as much as buying it from an NPC...
So basically, you can earn the static bonuses from Big Six items through training, and fighters can learn to provide this training. This gives them something to do in downtime just like the caster.

Vincent Takeda |

The more you reinforce any class's ability to do something they cant naturally do independently the more you reinforce no dependency at all.
If my mage had full BAB and huge hit dice and could wear +5 fullplate while making a ranged flurry sneak attacking without penalty I'd flush any non healing class down the toilet. Nobody would argue this suggestion is broken and stupid. But somehow your suggestions are totally valid. The point is melee classes have their own baliwick and trying to infringe upon someone else'sforté is invalidating the class within the system.
Yes your desire to play a non caster who feels like 'the mage's meat shield' may over time have bled over into your actual brain instead of just your characters brain.
I'm not sure 4 wizards with a 25 point buy could survive an AP. If the wizard in your party is being a selfish b'astrid then let a few baddies get past ya to remind him why you're here and why you need the best weapons and armor in the business right now for cheap because man them hordes of evil wont stop themselves from making mage tofu.
Somebody's gotta play the bruiser and if you don't want it to be you then it doesnt have to be. But if its what you chose then just focus on what you're good at and stop trying to put your peanut butter in everyone elses chocolate.
To quote the movie 'Pleasantville'
You dont always get to like what you do. Sometimes you just have to do it anyway.
Why?
So people can have their HAMBURGERS!

Khrysaor |
1 person marked this as a favorite. |
A non caster drinks a potion.
A non caster wears an item that allows them to teleport.
A non caster wears an item to not sleep.
Because magic items exist and are sold.
If you have no actual point, why do you continue in the thread? You want a disparity, and you will find a way to perpetuate in your game, we get it.
Potions are made by casters. Can't be made by a non caster.
The item to teleport you was made by a caster or a player that took the master craftsman feat. Can't think of an item that provides any long use teleporting so I'm guessing a scroll? Also can't be made by a non caster.
The ring of sustenance was made by a caster. Can't be made by a non caster.
Your argument was that these things should be done by non casters, but what you're not understanding is that they're made by people who can cast magic.
I'm not looking to create disparity, disparity already exists and will always exist in a system that has characters capable of casting spells and others that have nothing but swinging swords.
The point has been stated and reiterated several times. The only thing I've gathered from all of these, crafting is broken and here's my rules suggestion is that people are upset that magic users get to make magic items where non magic users can't make non magic items.
If you want to house rule things go nuts. If you want to make a rules suggestion and then get upset when other people post comments contrary to your opinion, don't post suggestions.
Everyone gets an opinion in a forum. Not just the person who starts a thread.

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@Khrysaor- You can have an opinion. You just aren't adding anything productive. You clearly have no interest in having a system that allows anyone other than casters to succeed.
Great. Have fun with that.
@Vincent - Yet you don't want dependency for caster classes. Your caster can summon a meatshield, or just make one.
The issue is the wizard (and casters in general) can make everything they need, should they choose to invest. In addition, for some unclear reason, they are also the source for everyone else, despite the classic tropes of great warriors who make their own weapons (not to mention legendary weapons strangely made by weasponsmiths rather than men in cloaks.)
So far the two of you seem intent on the status quo, which makes me wonder why you are in a homebrew thread.

Vincent Takeda |

I want to argue that bending adamantium should be a lot easier with magic than with a hammer but its never really been the point. Its clear who just want fighters to be able to do a casters job. As a wizard and spellcrafter I'm happy to make you 'shallowsouls table of antimagic which he games at' and you can knock yourself out. Once it's made I cant cast a dang thing until I get it out of my shop so you can expect its delivery to be of my highest priority.
Thank you for shopping at Takeda's house of wondrous items. Come again.

Khrysaor |
A few thoughts...
* One of the annoying things about item creation is that caster-crafters have something valuable to do in downtime; the game system guarantees this. Anyone without crafting feats could have something useful to do in downtime, but that depends on the campaign. Maybe while the wizard is a-crafting, the rogue is dipping his toes in the politics of the thieves' guild, and the fighter is politicking with the city militia. The difference is that those things don't have mechanical benefits built into the game system, and they're not guaranteed to be available as a pastime.
* The mundane craft system is depressing. It's annoying that spells like Fabricate are the only way to get bigger things done. That should be dealt with separately. Clearly, basing the time to make something on the GP cost isn't working out.
* I understand the classic image of the blacksmith imbuing his work with magic because he's just that good. But on the other hand, PF is a much more high-magic game than the literary tradition of the master blacksmith. In PF, that master blacksmith might be a wizard that took CMAA. Blacksmiths are occasionally portrayed as rather more "in the know" than ordinary medieval peasants - why wouldn't they be wizards in a more high-fantasy game?
* Meanwhile, do wizards actually take CMAA so often? CWI, I can see that happening. CWand, maybe, particularly if you heavily use an improved familiar to UMD them. But wizards have very little use for all the magic arms and armor to be created, so it's rather an annoying feat to take. Frankly, I'd expect clerics to be the ones taking it; they have more use for the items, and have most of the needed spells.
* A big theme seems to be that fighters should be able to make magic gear themselves. Every class should be self-reliant. I disagree with that. The game isn't meant to be played solo; casters do poorly without a martial meat shield/killing machine; martials do poorly with caster support.
* That said, the situation is rather...
Non casters can craft magic items, they require the Master Craftsman feat so they can qualify for the item creation feats. The big theme is that the amount of items they can craft just isn't enough. Some are saying that if a non caster has to spend an extra feat, then they should be able to do just as much as a caster. Others are asking why. There's nothing intuitive about letting a non caster perform as well as a caster in this regard just as the caster can't perform as well as the non casters in the areas they excel at.

Khrysaor |
1 person marked this as a favorite. |
@Khrysaor- You can have an opinion. You just aren't adding anything productive. You clearly have no interest in having a system that allows anyone other than casters to succeed.
Great. Have fun with that.
@Vincent - Yet you don't want dependency for caster classes. Your caster can summon a meatshield, or just make one.
The issue is the wizard (and casters in general) can make everything they need, should they choose to invest. In addition, for some unclear reason, they are also the source for everyone else, despite the classic tropes of great warriors who make their own weapons (not to mention legendary weapons strangely made by weasponsmiths rather than men in cloaks.)
So far the two of you seem intent on the status quo, which makes me wonder why you are in a homebrew thread.
The thing is, those that argue against these ideas on these boards, ARE the ones who provide productive input. I've given enough examples and number crunching within the confines of the rules to show how things are balanced within the current system. You, much like shallowsoul in his many threads, just keep throwing down your opinion and then telling everyone who says anything contrary to your opinion that they're wrong and not contributing.
I've already provided balanced game theory, as have others, only to have you say things like, "some people just don't get it" and "you don't provide anything productive".

Vincent Takeda |

The reason you think a wizard can just bring forth meat shields ad nauseum ad infinitum probably stems from the fact that your campaign days are usually 15 minutes of maybe one combat or two. If theres no opportunity for meatshield attrition in your campaign then I suggest taking it up with your gm, because that's who's making your role obsolete. I know a ton of casters that dont want to play summoners and I know a ton of casters that would love to stop wasting valuable gold purchasing summoning scrolls. They can get away with such things if the meatshield is getting the job done.
Even then eventually a caster runs out of spells and when they do there's going to be a need for a non summoned bruiser to make sure they stay safe. Or someone around to keep him in once piece while he's sleeping. But if these issues never come up in your campaign then you're totally right. Perhaps your gm should try a little harder to make the mundane roles more necessary. Doesnt mean crafting is broken.
So if you want to fix whats broken then the fact that mundane people dont have enough importance in your campaigns might be a better place to look.

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1 person marked this as a favorite. |

I want to argue that bending adamantium should be a lot easier with magic than with a hammer but its never really been the point. Its clear who just want fighters to be able to do a casters job. As a wizard and spellcrafter I'm happy to make you 'shallowsouls table of antimagic which he games at' and you can knock yourself out. Once it's made I cant cast a dang thing until I get it out of my shop so you can expect its delivery to be of my highest priority.
Thank you for shopping at Takeda's house of wondrous items. Come again.
It's clear that you want a caster to do all of the jobs and for non-casters to stay on the sides.
And again, I ask why you are trolling the homebrew forums if you only want the status quo?
Perhaps you should just go hang out in shallowsouls thread.

Vincent Takeda |

No you're totally right. Fighters making magic items is totally not wrongbadfun. I'm just saying that maybe its not the real problem. Like Dirk Gently I tend to tackle problems 'wholistically' [sic]
Sometimes in order to solve the question of 'why cant I have scooby snacks too'
You first have to answer the question 'why do I want scooby snacks in the first place'
If your answer is 'I just want to punch and stab things but the GM and the wizard are making it so that theres no point in me punching and stabbing things' then thats a very important point which should be examinined.
In point of fact I adamantly do not want casters to sit on the sidelines and the fact that you presume that I do shows that someone at your table has fueled that fire. I am not at your table. That person isn't me and I rebuke your attempt to label me as such.

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I've already provided balanced game theory, as have others, only to have you say things like, "some people just don't get it" and "you don't provide anything productive".
Actually you haven't. Pretty much all of your posts were returned to you with rules citations that showed your assumptions of what is and is not possible were incorrect.
You actually have been advocating unbalanced game theory, as in "Casters are supposed to be better."
So again, I ask why if you want the status quo you are in a homebrew forum?

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No you're totally right. Fighters making magic items is totally not wrongbadfun. I'm just saying that maybe its not the real problem. Like Dirk Gently I tend to tackle problems 'wholistically' [sic]
Reinventing the magic item rules isn't happening in this version. Shallow can shout into the wind in his thread.
What I intended with the thread was to see if there were tweeks toward a less imperfect, imperfect system.
I don't want non-casters brewing potions, making wands, or even magic items. I do think it is silly and counter to the traditional narrative for them to not be able to make viable weapons and armor.
That is a correctable problem in the current problematic system.

Vincent Takeda |

Would I be out of line to suggest a custom magic item called 'enchanted smithing tools' that allow you to apply your normal crafting skills to non mundane weapons and armor?
Not the first time I've heard of a 'cosmic forge'
Mystic kuznya from palladium...
There's tons of precedent for that.
If we both agree that wholesale making mundane crafters suddenly able to make magic items isnt fair and balanced then I think a magic crafter making enchanted tools for you coupled with your smith skill and master craftsman should get you closer to what you're looking for without stealing someone elses scooby snacks.

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Would it not be a bit ironic that they would need a magic item they can't craft to craft the items :)
I think the trope of the warrior smith is something lacking without substantial investment. It is practically what the dwarven race is made of, if you think about it.
If you just make craft magic arms and armor open to all, and make the caster level based off of skills that would be fine with me. I don't need them to craft all weapons, just the ones they are willing to invest skils points (or skill focus...) in.
Separately, I also think Magic Items needs to be divided up a bit simply because it is too much for one feat, IMHO.
And then the take 10 thing just irks me from the metagame aspect, particularly when cursed items as a result of failure are supposed to be part of the game.

Vincent Takeda |

Once you've taken smithing and master crafts you've invested feats like a mage.
I can see enchanted smithing tools working adamantium faster than mundane crafting so suddenly you're making this faster than you were. Maybe not the 'one hour and its done' as fast as a fabricate and make masterwork but magic should still be faster.
As a gm I'd be all about letting ya get halfway to what wizards do. Mage should always have an easier time crafting magic than a full bab bruiser, and getting those enchanted tools would have to have been made by a full crafter in the first place so there's still this 'spellcraft gateway' to getting what you want,
But with smithing and leatherwork and master craft and enchanted tools I can see that being the equivalent of the craft arms and armor and quite a few of the wondrous items like boots and belts... Still gotta pay the crafting cost for the magic item or we're in wackyland but seems fair and balanced without going overboard.
If it were my houserule and you wanted more than that I'd say you were pushin it, but I'd be willing to go at least this far. I personally like the irony that you need a spellcrafter to make your enchanted tools for you. In this instance you prove you're willing to give a little to get a lot.

Khrysaor |
Khrysaor wrote:
I've already provided balanced game theory, as have others, only to have you say things like, "some people just don't get it" and "you don't provide anything productive".
Actually you haven't. Pretty much all of your posts were returned to you with rules citations that showed your assumptions of what is and is not possible were incorrect.
You actually have been advocating unbalanced game theory, as in "Casters are supposed to be better."
So again, I ask why if you want the status quo you are in a homebrew forum?
Actually, I have. I've only had people throw more hate filled opinion back at me with no grounds or evidence to discredit anything I've said. Im fairly good at reading and quoting books. Maybe i should start making a bibliography with my posts. You've yet to provide anything with a glint of rules relation. All you've stated is the word 'trope' as often as you could about blacksmiths from other fantasy that doesn't exist within the rules of pathfinder.
I heard there's people in the world who drive on this road callsd the autobahn and drive as fast as they want. I'm going to drive as fast as I want where I live. Unfortunately it doesn't work because it's not something that exists within the rules I have to abide by.
You keep saying that I just want disparity and I want casters to be able to do everything. This is hyperbole. I know there's disparity because casters can do amazing things that a non casters couldn't dream of. I've also never said "casters are supposed to better" in any context other than magical crafting. This is intuitive.
In a system where some people can use magic and other people can't, it only makes sense that those who can use magic could do with it things that the people who can't use magic have no clue how to do. It also makes sense that, given enough study, people who can't use magic could figure out some of the things that the magic users can do.
Both of these assumptions are supported with the rules. Casters can make all magic items they take feats for and non casters can make some of the items that casters can make if they take the feats.
Start evaluating how the current system works and how your changes will impact this system. Provide numbers and quantitative information that actually means something. Opinion is not quantitative nor factual.

Khrysaor |
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Would it not be a bit ironic that they would need a magic item they can't craft to craft the items :)
I think the trope of the warrior smith is something lacking without substantial investment. It is practically what the dwarven race is made of, if you think about it.
If you just make craft magic arms and armor open to all, and make the caster level based off of skills that would be fine with me. I don't need them to craft all weapons, just the ones they are willing to invest skils points (or skill focus...) in.
Separately, I also think Magic Items needs to be divided up a bit simply because it is too much for one feat, IMHO.
And then the take 10 thing just irks me from the metagame aspect, particularly when cursed items as a result of failure are supposed to be part of the game.
Why is one feat substantial investment?
In the other thread, as well as this one, you've wanted to split up craft wondrous items because 1 feat is not substantial investment. But now 1 feat is too much? Why is everything so inconsistent and arbitrary?

Vincent Takeda |

Frankly if this comparison was the only reason people said magic item crafting was broken I'd love giving bruisers the enchanted forge. They could join in the forging fun during their downtime and it would mean i dont have to spend my spells or feats on gearing him up and I wouldnt have to feel guilty about spending my crafting time on me instead of him.
For me that's giving a little (having to make him enchanted tools) and getting a lot (not having to spend my own downtime making his arms and armor at least)

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Once you've taken smithing and master crafts you've invested feats like a mage.
I can see enchanted smithing tools working adamantium faster than mundane crafting so suddenly you're making this faster than you were. Maybe not the 'one hour and its done' as fast as a fabricate and make masterwork but magic should still be faster.As a gm I'd be all about letting ya get halfway to what wizards do. Mage should always have an easier time crafting magic than a full bab bruiser, and getting those enchanted tools would have to have been made by a full crafter in the first place so there's still this 'spellcraft gateway' to getting what you want,
But with smithing and leatherwork and master craft and enchanted tools I can see that being the equivalent of the craft arms and armor and quite a few of the wondrous items like boots and belts... Still gotta pay the crafting cost for the magic item or we're in wackyland but seems fair and balanced without going overboard.
If it were my houserule and you wanted more than that I'd say you were pushin it, but I'd be willing to go at least this far. I personally like the irony that you need a spellcrafter to make your enchanted tools for you. In this instance you prove you're willing to give a little to get a lot.
Part of the problem is the master craftsman feat itself.
Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
It only works on one craft or profession. So you can smith or tanner, but not both. And even if you could, the skill investment would be problematic.
And on top of that you still need another feat.
If I were to re-write it I would remove the "Craft Wondrous Items" portion, as that really is the domain of casters, and simply have all classes qualify for Craft Arms and Armor under the criteria that you can substitute skill ranks for caster level.
Non-specialized arms and armor don't require spells, so you need no adjustment there. Flavor adjustment would come from the special qualities coming in the manufacturing process and/or materials and not from a specific spell...which is pretty much how it works now.
I have no objection to magic items from spells being the domain of those who can cast spells. But the arms and armor are specifically spell based.

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Frankly if this comparison was the only reason people said magic item crafting was broken I'd love giving bruisers the enchanted forge. They could join in the forging fun during their downtime and it would mean i dont have to spend my spells or feats on gearing him up and I wouldnt have to feel guilty about spending my crafting time on me instead of him.
For me that's giving a little (having to make him enchanted tools) and getting a lot (not having to spend my own downtime making his arms and armor at least)
And this is the thing (for that portion). If your entire life is based on being the penultimate warrior, why shouldn't I be improving my tools during my downtime?
I don't want to step on the casters toes, I just want the martial to be working toward perfection during their downtime as well if they choose.

Trogdar |

So just for the sake of clarity,
Khrysaor believes that Ciretose has imagined a fantasy trope that is not legitimate because it isn't supported by the rules... which is why you are talking about it in homebrew...
Vincent believes that mundane crafters should be able to make some magic items, but be worse at it because magic item crafting isn't magic if the person doing the hocus pocus doesn't have bad base attack progression.
And Ciretose believes that crafting should fit his more inclusive, but still exclusionist ideal...?
Here is a really crazy idea. What if that guy who has ridiculous amounts of craft skill, you know that guy who has a skill rating high enough to make the gods weep at the quality of his apparent craft, actually learned every nuance and gesture related to making magical items... without ever looking at a spell book. We are talking about a pseudo medieval culture where learning was accomplished largely by doing. An artificer would train an apprentice, not an adventuring wizard. There is no legitimate balance issue when your talking about something that sits outside of class mechanics entirely.
Your all arguing about differing types of fantasy. None of your beliefs are more or less valid, but there is absolutely no balance factor here whatsoever... None.

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I think Vincent and I are fairly close to the same page on the crafting martial class issues, he just thought we weren't.
I think Khrysaor is unaware of the Master Craftsman feat, or at least hasn't looked thoroughly at the mechanics.
I think Trogdar wanted to re-write the whole system, which was a bridge to far for this discussion.

Vincent Takeda |

So lets see. If the skill you're using to craft has as many ranks in it as your level then that skill is the same as spellcraft in that it cant be a higher rank than your level.
Its true the casters will have it maxed out by default. both fighters and mages can take a skillfocus feat so thats not broken and fighters have plenty of feats to throw around.
Im not clear why taking smith and tanner would be a problem. The more you want to make the more you want to invest sounds pretty balance to me, and I'd be more than willing to say you could make any wonderous item in which those two skills apply simply by having master craft and the enchanted tools.
So as a level 5 bruiser you're looking at 2 skills, one feat.
Your craft check could be 5 ranks of crafting,2 masterwork tools, (3 skillfocus would be a heavier investment if you wanted to do both weapons/armor and leathery wondrous items) so really your rolls would only be shorter than a magecrafter by what...
The fact that craft and spellcraft are int so as a bruiser you probably lose any int bonus we'll tackle that in a minute...A mage could give you crafters fortune (no reason to give those points to you for free since he has to get that spell and use it on himself in the first place even to get it for him) so the only deficit you might have is you'll never have the arcane builder discovery which is 4 points... might not have the crafters fortune if you don't like wizards helping you out, and at least needed one in the first place to get your tools.
For that int bonus problem.. If the enchanted tools gave the +4 or so bonus to crafting that a wizards int would give him, then really you're in the ballpark. A mage can fire off a crafters fortune at you so you're still better off with a mage around, but can still do stuff without him if you have to... The less involved the mage is the worse off you are, but the more he helps the more you can do... Not stealing his thunder but borrowing it, so to speak...
With a +4 or so on enchanted tools you're not wasting MAD on INT, so you're looking at maybe a lack of crafterfortune and lack of arcane builder for a 7 point deficit from your typical mage crafter. You'd still get the 5 penalty for not having a prerequisite spell. no reason to take away or mitigate a penalty that even a mage needs.
The way I read it after you have master craft you still have to take the craft arms and armor or wondrous item feats after that? I agree that's getting a little crazy. I'd be willing to go so far as to say that enchanted hammer that gives you a +4 craft bonus also turns a smith craft skill into an arms/armor skill and a tanner skill into a wondrous item skill with regards to any predominantly leather item though once you lose your enchanted tools they're back to mundane skills.

Khrysaor |
That's right. Insult me some more. Here. Let me clear this up for you.
Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.
I've also quoted this feat in the other thread and made several references to it in this thread.
So if you have 5 ranks in a craft or profession, you can take this feat. It gives you a +2 in the chosen skill AND counts all ranks as caster level for qualifying for craft wondrous items and craft magic arms and armor. The DC to craft increases by +5 for every prerequisite you do not possess. You cannot make spell-trigger or spell-activation items.
The DC increases by +5 for casters lacking prerequisites too. Many items require spells that are not on your spell list, you don't know, or you didn't prepare.
You cannot make spell-trigger or activation items. This is because the spell is a prerequisite that cannot be avoided. A wizard cannot make a CLW wand like the cleric can't make the fireball wand. Non casters have no spells, so they can't make any of these.
For the third time in this thread.....
Lv. 10 Rogue takes master craftsman and craft magic arms and armor.
Profession Blacksmith to understand the wonders of metal to imbue into weapons and armor. Enchants his scimitar and mithral chain shirt.
10 ranks + 3 class + 2 feat + 2 tools + 1 stat (+1 trait) = +18(19)Lv. 10 Cleric takes skill focus Spellcraft and craft magic arms and armor.
10 ranks + 3 class +6 feat +1 stat (+1 trait) = +20(21)
No skill focus and the cleric is down to +14(15)
Example 1 is of a rogue taking 2 feats and putting 10 ranks in profession blacksmith.
Example 2 is of a cleric taking 2 feats and putting 10 ranks in spellcraft.Example 3 is of a cleric taking 1 feat and putting 10 ranks in spellcraft.
The non caster has a -2 mod difference to the cleric who spent 2 feats and a +4 mod to the caster who spent 1 feat. That +4 is almost the entire increase to DC for not having a spell. That's a large advantage over someone who casts spells.
The alternate of this using your method of just having ranks qualify is.
Lv. 10 rogue takes skill focus blacksmithing and craft magic arms and armor
10 ranks + 3 class + 6 feat + 2 tool +1 stat (+1 trait) = +22(23)
No skill focus = +16(17)
Lv. 10 cleric takes skill focus spellcraft and craft magic arms and armor
10 ranks + 3 class + 6 feat +1 stat (+1 trait) = +20(21)
No skill focus = +14(15)
There is no such item as a masterwork spellcraft tool to provide the +2 circumstance bonus to the caster skill. Sure you could fluff one, or invent one, but now it's the same argument as making custom magic items.
So with your rule change, you've made non casters better than a caster at enhancing items with magic. This is not intuitive. Why would someone who can't cast spells be better than someone who can if they haven't invested more?
Carrying with your Dwarven crafter, or even gnomish tinkerer, they get a +2 racial bonus on crafts. Applying this to the rule related numbers, the stereotyped Dwarven or gnomish crafter is just as good as a caster who took two feats based on mods.
Applying this to your rule change and the Dwarven or gnomish crafter is wondering why people waste time learning magic when Torag has gifted them with the ability to do as they please.
What I'm trying to understand is, in the beginning of this thread you said craft wondrous items gives too much for one feat and should be broken down. So 1 feat is not enough investment. Now you're saying 1 feat, Master Craftsman, is too much investment.

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Edit:@Vincent - Which is why I'm saying just make craft arms and armor available across the boards with the modifications for substituting skills currently under master craftsman.
Now my archer fighter can make arrows if he invests seriously in fletching or some such for a single feat rather than two feats plus an extra feat for each other thing they want to craft.
Which is the issue with master craftsman, as you have to take it separately for each skill or profession on top of the skill investment.

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@Khrysaor - Your examples...
Your cleric doesn't need skill focus, you threw that on to make the feats match.
But they don't.
It is two feats, master craftsman and the crafting feat. With that you can still only craft within one skill or profession. Smithing is fairly broad, but you aren't getting arrows, leather, wood, etc...
The casters are all taking spellcraft, regardless. It is what they use to identify spells, magic items.
You can only use the smithing profession for smithing. Period, full stop.
You had to pick a class that gets 8 skill points a level and they STILL don't compare. Even your cherry picked example fails.
Thank you for proving my case for me.

Khrysaor |
1 person marked this as a favorite. |
Which is why I'm saying just make craft arms and armor available across the boards with the modifications for substituting skills currently under master craftsman.
Now my archer fighter can make arrows if he invests seriously in fletching or some such for a single feat rather than two feats plus an extra feat for each other thing they want to craft.
Which is the issue with master craftsman, as you have to take it separately for each skill or profession on top of the skill investment.
You keep saying master craftsman is the issue but you continue to not provide any form of evidence to back your claim. This is what was happening in shallowsouls threads.
"Magic item crafting is broken."
"Why? Here's examples to back up how it works and why it's balanced."
"Magic item crafting is broken because its broken."
"Why?"
Ad nauseum
You need to give reasons why something is not working beyond your opinion. I just showed you how the rules work with the first set of examples that revealed the non casters are just slightly behind casters who make a similar feat investment( skill focus +craft feat vs. master craftsman + craft feat). They were further ahead of the casters if the caster didn't take two feats.
And using your proposed method, the non casters are better than casters unless the caster makes the bigger investment.

Vincent Takeda |

So lets see. Your enchanted tools gives you a crafting bonus equal to your highest other attribute bonus. That'll keep up with SAD casters any old day... They turn smithing into arms and armor or tanning into a limited wondrous item feat.
Say we're trying for a vorpal sword...
CR28+10 since you wont have the spells
As a noob 5th level crafter you'll have the 5 from your craft skill, 4 or 5 from your attribute/enchanted tools plus an additional 2 because the enchanted tools had to be masterwork in the first place to even BE enchanted by the mage...
If you took skillcraft feat thats 3, and if you and your mage are still on good terms you'll get that crafters fortune for 5... We're still only at a maximum roll of 35 and thats not going to get us a vorpal sword. And thats fine. We dont want 5th level brutes making vorpal swords...
If you are still on good terms with your mage he could throw that crafters fortune at you.
d20+5+5+2+3+5? Would get you a fleeting chance but still. Level 5 non crafter getting a vorpal sword even being possible? I think we're getting somewhere...