| sciencerob |
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So I DM and I'm not terribly experienced (I've ran about 20 sessions total. Crafting leaves me with a headache...
First off...
1) where does arcana magic come from? Divine power is from the gods... Where does Arcana come from?
2) Why does the DC only increase by 5 for a prerequisite not obtained? How does it make any sense to imbue an item with magic that you are simply not capable of?
3) Why is the DC so low? 5+caster level of item? This means by putting a a few points into a craft magic item there is little chance of failure [Example Wizard Int 18:, 3rd level = 3+3+4= 7, meaning very little chance of failure for anything they are capable of making and very little chance of failure for missing one requirement)]
4) What is the rationale for making magic items so easy to create? One feat and BAM a wizard has a 50% discount and is his/her own magic item shop (I don't think one or two feats will impact a wizard very much anyway).
I don't know... crafting just makes me think wtf? How does it make sense for a divine caster to make a arcane piece of gear when they don't cast any arcane spells?
Why is it so easy to make these items in the first place? If every blasted wizard is popping off making gear wouldn't there be an over abundance of gear, making it cheap as a winter-blanket?
I'm not trying to start any flamewars here (I know power gamers get testy on these forums when someone touches their favorite feats) but I'm just looking for a solid explanation and reasoning as to why I should follow the RAW when I think they make little sense
| ZZTRaider |
1) This is going to be pretty setting dependent.
2) Mostly a balance issue. Otherwise, crafting is great for Clerics and Wizards, but nigh useless for Sorcerers.
3) Developer intent is that crafting should be an easy, routine task (which is why you can take 10 on the craft check). Pathfinder is basically set up on the assumption that you're playing in a fairly high magic setting. That assumption permeates the game all the way to how CRs are calculated. It'll take a some care and house rules to adjust everything for low magic. Not a huge deal, I don't think, but it's important to keep in mind.
4) The 50% discount basically works out to give the crafter an all around +1 to stats covered by each crafting feat. So, Craft Magical Arms and Armor gives about +1 damage, attack rolls, and AC compared to a non-crafter who spent the equivalent amount of resources on weapons and armor. This put the crafting feats pretty much in line with other feats, but with the additional requirements of time to craft gear and continual investment as the character levels to keep the bonuses. Compare to Power Attack, which scales automatically as you level and gives you the full benefit immediately.
I think the time is the major factor that may be overlooked... At best, that Robe of the Archmagi is going to take 8 hours a day for 33 days to craft. Unless your crafter is making good use of a Ring of Sustenance and has a safe place (such as Mage's Magnificent Mansion) to craft at night, that's going to mean a lot of downtime in towns. Of course, the world around the players shouldn't stop moving just because they take downtime... The villain is likely getting stronger, or burning down more villages, or whatever. Oftentimes, crafters just plain won't have enough time to get the full theoretical benefit out of their crafting feats.
| Blueluck |
4) What is the rationale for making magic items so easy to create? One feat and BAM a wizard has a 50% discount and is his/her own magic item shop (I don't think one or two feats will impact a wizard very much anyway).
Feats are just as important to a caster as they are to any character type, and crafting magic items requires a different feat for each category of item. Granted, Craft Wondrous Item covers most of the body slots, but important items like metamagic rods, staves at higher levels, etc. are left out.
50% is an interesting number. In addition to being the craft-cost of magic items, it's the sell-price of magic items found while adventuring. Since most of the value in treasure comes from magic items, and they constitute the vast majority of what PCs want to acquire, magic items constitute the base of the party economy.
- Any item the party finds and uses has not been crafted by them.
- Any item the party finds and sells is worth half price.
- Any item the party crafts themselves costs half price.
On a financial level, crafting feats simply convert a portion of unusable treasure into usable treasure of the same value.