Crafting causing an issue in our campaign


Advice

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Well basically the DM wanted a low magic campaign, so we are not using the WBL table.

Thats worked out OK so far because most of our enemies were humanoids with mundane gear (or generic undead) and we face very few spellcasters (and the ones we have faced haven't done much really, a 9th level caster we fought recently hit us with like two lightning bolts, a fireball and an acid arrow before almost dying and running away). Also most of the characters are heavily optimized.

So a while back my character took craft wondrous item so the party could get some more magic items out of their limited funds. DM decided i couldnt craft while travelling, so we only stopped to craft once for a few days and that was with rushing everything at double speed. We finally got some downtime again and I was going to craft some more stuff for the party, but that's going to take more than a week with rushing, and the DM has decided we cant take 10 anymore while crafting.

That means we can't rush a lot of items anymore, which means more time where the party is just sitting around in town, and we just got word that we have to rush somewhere to potentially save the world.

One of the party wanted to take a cohort to craft magic weapons/armor, but i don't know how that's going to work now because the cohort is unlikely to have a very high skill modifier, and without being able to take 10, that involves a lot of risk.

And i dont know how much a low wealth value is going to cause problems later on in the campaign. We are at the level where we can start running into demons/stronger undead and a lot of those have somme kind of DR, and i think our fighter still only has a +1 bow...

So essentially :

-Cant take 10 while crafting, potentially a lot of wasted money when failing items (even with a high skill mod)

-Cant rush items due to the above, more time spent crafting, potential time limited scenario (save the world, etc), can't craft on the move to save time either

Any advice on this?


With Leadership you make the character so there's nothing stopping you (besides the DM houseruling it) from going all out and optimizing a crafter by pumping Spellcraft through the roof. A familiar with the Valet archetype (iirc) also would let him craft faster.

Liberty's Edge

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Your DM should have been consistent and forbid Crafting in the PC's party.

I would advise telling him so and asking to rebuild the parts of your PCs that were made for crafting.


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Sounds like you need to have a chat with your DM. He may simply not want you to craft anything at all.

Ask him if that is the case. And if it is, ask if you could trade your crafting feat for something and just drop the whole thing completely.

I've played with a GM like that, he wanted to run a very low magic campaign, and got adversarial about magic item crafting instead of people just coming to an agreement it got uncomfortable for a bit.

Just chat it out, openly, with your GM. Be straight to the point but not confrontational. Ask what the deal is, if he wants the generation of magic gear to be solely in his control, and if so... if you can simply give up the crafting feat so that the control is returned to him.

Also be sure to remind him that stuff will get ugly if you don't have the right tools to face the challenges that come your way. But if he runs low magic games frequently enough, he already knows this and is working with that understanding already when building challenges.


To clarify, its another player that took leadership. He wants to have a dwarven forgemaster that can help craft for the party and also buff the party. I dont think he wants the cohort to just stay at home and craft.

We just finished talking with the DM (half the party anyway). This is what he told us basically :

-He doesnt want crafting on the move because he doesnt like the idea of being able to craft while theres a lot of movement or distractions, not even if we are just sailing down a river.

-He doesnt want us to have lots of magic items because it makes things complicated.

-He doesnt want us to make too many magic items either, and not being able to take 10 is supposed to help with this.

The conversation ended inconclusively with the DM saying he was going to think about it.


Give him two weeks, then press him again to make a decision.

If he disallowing crafting tell him you are rewriting the character to remove the crafting parts...don't ask him, TELL him, as he should have set ground rules anyway...

Plus have your player who took the forgemaster redo his character...


If the GM is going to insist on low magic he will have to adjust the monsters to make up for the difference or give the characters inherent bonuses. Otherwise things might not work out.


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It seems pretty clear that your DM doesn't want the party to have magic items beyond what he gives them (even if he doesn't admit it), so tell him that you get the messge and want to change your feat for something that you can actually use.


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If he wanted a low magic campaign then he probably prepared himself for it..that said - he might have overlooked some details and it appears that PCs crafting magic items was one of them.

It all comes down to mutual understanding - it appears he's simply afraid of letting you craft magic items because it would damage the balance and overall feel of the campaign.

He's shown some good will in declaring he'd think about it, now you could show the same offering some self-limitations yourselves on what you would want to make and if such an item would be within your GMs range of acceptance (or "ok, that shouldn't break too many things" range)

Also if it's a low-magic setting I'd imagine making magic items shouldn't be a simple matter of sitting down and making a craft check. Offer that you'd want to have it as a quest - to gather unique materials, perform the right rituals at the right places and so on.


StDrake wrote:

If he wanted a low magic campaign then he probably prepared himself for it..that said - he might have overlooked some details and it appears that PCs crafting magic items was one of them.

It all comes down to mutual understanding - it appears he's simply afraid of letting you craft magic items because it would damage the balance and overall feel of the campaign.

He's shown some good will in declaring he'd think about it, now you could show the same offering some self-limitations yourselves on what you would want to make and if such an item would be within your GMs range of acceptance (or "ok, that shouldn't break too many things" range)

Also if it's a low-magic setting I'd imagine making magic items shouldn't be a simple matter of sitting down and making a craft check. Offer that you'd want to have it as a quest - to gather unique materials, perform the right rituals at the right places and so on.

What he said.


Its not really a low magic setting but more of a low wealth campaign i guess. The BBEGs are a lich and some kind of outsider monstrosity and the party has never had trouble buying magical items, just getting the money for it.

RPG Superstar Season 9 Top 16

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Ask your GM this: "Be honest. Do you want us to make magic items?"

If the answer is "no," then say "Then don't let us. Forbid crafting and let us rebuild our characters."

If you're humble and cooperative about it, he may throw you a bone once in awhile


From the conversations we had so far it seems that he is fine with crafting as long as there are serious restrictions with it, such as not being able to take 10.

But it might be simpler to just not do crafting in that case.

Anyway we will be talking more in the next few days...


I agree with all the above, you might want to reroll your crafting for something more useful, as for the cohort...

You may want to grab an alchemist cohort, for nearly instant potions (at higher levels) and alchemical creations (and possibly poisons), these will be cheap, help with a low magic gear, and since most of it is one time consumables it shouldn't unbalance your GM's game too much (d6's and temporary debuffs measured in rounds) (also tanglefoot bags, fun).

An Alchemist could also not be a full caster (or a big damage dealer depending on the archetype), but nonetheless a useful utility addition, race choice can affect this. The cohort alchemist could help with PC buffs (at the cost of player actions due to drawing and using potions and items), and be a useful skill monkey (intelligence based).

Could potentially be the best of both worlds for your low wealth situation.

If you are fighting more demons and undead, then the DR's, resistances, environments (fire, water, gasses?) and ability damages can be devastating to a party without wondrous item assistance. Hopefully your GM has adjusted for this already.


Okay this is what the DM says :

Hes fine with crafting. He will allow crafting on the boat while its in motion, but still no take 10.

How do you think this would affect things?


Myself when I run games I limit crafting to whether or not you can get your hands on crafting reagents.

If there is no surplus of arcane residue near you, how to you intend to use it to make magic items? You can take the crafting feats sure, but you have to actually buy the Arcane Residue/ Animal Brains/ Dragon's Blood that you will need to actually create the items which limits you to only being able to craft in highly magical places or really big cities.

The rules for Talisman Components are in Ultimate Campaign, and I really like them, it's so much better than having players randomly be able to spin gold into magic items. Not only that, but you also have to worry about transporting said magical reagents if you're the type that likes to travel and will want to make magic items as soon as you get cash.


Uh ok but thats not really the issue here...


I love the crafting rules and generally play crafters when given the chance. That said I don't get involved with it in games with any restrictions on it other than needing to buy things in a community of the correct size. Not being able to take 10 is going to add to your frustration significantly. I politely decline to join games set in low magic worlds because I think Pathfinder simulates high fantasy much better than it simulates low fantasy.


Well I don't allow taking 10 ether for magic item crafting but I do allow success on a 1. I like magic item crafting, but the cursed items have to come from somewhere.


Start taking things like this.

Cooperative Casting

Personally, I think your GM is being a bit of a hard-@$$. If he was running a low-magic game as you'd said originally, I could understand him limiting your ability to make magic items. He should have said so beforehand that he doesn't want you to craft things.

Seeing as how you now say he's not running a low-magic game but instead a low wealth game, he should lessen his restrictions on crafting magic items as that is the ONLY way you'll stand a chance against the stuff you'll be facing soon.

Unless of course he's planning a big loot fest and wants y'all to appreciate it more when you finally find it. Otherwise, I wouldn't play under this GM.

I'd say your best options are:

1)Tell him you're retraining those feats since they are completely useless with the way he's running his game.

2)Take the feat that I listed above and try to find others that will help speed up the process.

3)Have that cohort stay in town and craft like crazy. Give him the feat I listed above and Skill Focus (whatever skill you're crafting with).


Hmm...i was thinking that with a spellcraft mod of +18, it shouldnt be that big of a deal, but then i realised that a lot of high level items have much higher CL requirements, plus missing item/feat requirements, plus rushing.

Although im not sure if this is the type of campaign we would have time to spend one month crafting something like a robe of the archmagi anyway.

Shadow Lodge

+18 spellcraft is probably sufficient. As you said, you haven't got a lot of time for making big items anyway. If you've only got one +1 weapon right now your priority will be more +1 weapons, +2 stat boosters, minor cloaks of resistance. You just need to be selective about what you craft, particularly things that have lots of requirements. See if party members or a cohort can help you with crafting requirements, especially if they aren't crafters themselves. Then look at what you can safely craft and decide whether it's still worth it - and if not, ask your GM to replace the feat since you didn't know about the houserule saying you can't take 10.

Also consider getting yourself a Fortunate Charm if you can afford it.


Do spells have to be casted every single day when crafting or just once?

Shadow Lodge

Every day.

If you're using spell slots, you need to expend one every day, which is no problem during downtime but can be a pain if you're crafting while adventuring.

If you're using a scroll to access a spell, you need one scroll per day of crafting. This is expensive, and witches, wizards, and magi will probably want to copy the scroll into their book/familiar instead and then cast it using slots.

If you're using a helper, they need to assist you for the entire duration of crafting (up to 8 hours a day).


fictionfan wrote:
Well I don't allow taking 10 ether for magic item crafting but I do allow success on a 1. I like magic item crafting, but the cursed items have to come from somewhere.

Bolded mine.

The bolded part is actually the rule and not a house rule iirc.

@Question
While i understand the line of thinking "well with +18 spellcraft i can probably be able to make cheap magic items and while i would have issues with more expensive ones, i won't have the money for then anyway", i think that the best course of action is to ask to retrain the magic item creation feat, freely, since you have the risk of, simply, wasting your limited and precious wealth and time on a failed magic item.

And no cursed magic items aren't fun becuase most of the time you can detect them, iirc the DC for a cursed item is +10, you just have to double check or take 20 on your finished product to check if it's cursed or not.


I am currently running a similar "Low Magic" "Zombie apocolypes (but not with zombies)", Run-and-Gun campaign, but I did overlook the idea of the party crafting their own magic items. My party approached me with this idea first, knowing that Low Magic (in my mind), mean very little magic, in the way of casters, and/or magic items. I thought about it for a little while (the time before the next session), and told them that they could craft anything from the typical lists of crafting magic items, but I would be adding special materials to the list (ie, quests of sorts), so that they would legitimately have to "TRY" and craft things, instead of an basic DC check that resulted in magic items. I also told them if they wanted to trade their crafting feats for other feats, and crafting skills for other skills, they are more than welcome to, as I neglected to mention this prior.
They all seemed very accepting of this, as we were all on the same page when it came to keeping the campaign "Low Magic".
As I DM, I basically explained things using Lord of the Rings as an example . . . Crafting things is VERY hard, and that is why there is so little magic items in the game. I told them that their characters, and the items that they crafted will be similar to items in LoTR that are handed down through generations, as they are that rare. We all came to an agreement in the end.
This really isn't "advice", so much as it is my own personal experience with the same issue, that was resolved.

TTFN
--LKD


Taking 10 is generally considered more of a convenience rule, so in the case of not allowing a Take 10 on crafting I'd say that it's fair. Especially if you're doing things like sailing in the same time period, which is very potentially not a situation that's free of distractions, quiet, or comfortable. Boats are usually cramped quarters, and there's usually a fair bit of activity going on around you. Unless it's something like a lazy river barge or you're a ranking officer/dignitary on a ship.

Also, as others have said, rolling a 1 on a craft check is not an automatic failure. So once you get a high enough Spellcraft bonus, you're usually not doing too shabby. Plus there's the fact that it's only 1 day per 1000gp in cost, that the days don't have to be consecutive, and that you only have to roll a single check at the very end of creation. So 9 days of downtime, no rushing, and a Spellcraft bonus of +13 is enough to make a Cloak of Resistance +3 no matter your roll. At level 9, the required minimum level for that, you should automatically succeed on that roll if you didn't dump Int as a non-Int caster(9 ranks+3 class skill+1 Int mod=13, so you succeed on a 1). So you just need to make sure you can meet as many of the prerequisites as possible. If you can meet them all, and you haven't been neglecting your Spellcraft skill, you should be automatically succeeding on just about everything.

Just be glad you're not crafting mundane items. Masterwork anything will take you months of downtime for a single item. And the mundane crafting rules are much, much less forgiving. Sure, you may lose less money on a failed check, but you're wasting so much more time and have so many more chances for failure.

Oh, and since magic item crafting follows its own set of rules that's different from mundane crafting, I don't think you can actually rush them by RAW. The magic item creation section makes no mention of rushing other than to say that you can't rush your work by spending more than 8 hours. Could be wrong about that, but specific trumping general and how magic item crafting is detailed elsewhere and not under the Craft skill, tells me that rushing isn't possible. It does allow for crafting while out adventuring though. 4 hours of work resulting in the equivalent of 2 hours, so it takes 4x as long to craft, but you can do it while you're out and about saving the world.

Shadow Lodge

Unruly wrote:
Taking 10 is generally considered more of a convenience rule, so in the case of not allowing a Take 10 on crafting I'd say that it's fair.

No, take 10 is a risk-avoiding rule. It's used when a character wants to be confident they won't fail at something, and doesn't care about doing an extra-good job (getting an above average roll).

Taking 10 wrote:
In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10).

You could rule that boats are distracting, but I don't think they're nearly as distracting as combat (the typical situation preventing taking 10).

Unruly wrote:
Oh, and since magic item crafting follows its own set of rules that's different from mundane crafting, I don't think you can actually rush them by RAW. The magic item creation section makes no mention of rushing other than to say that you can't rush your work by spending more than 8 hours. Could be wrong about that, but specific trumping general and how magic item crafting is detailed elsewhere and not under the Craft skill, tells me that rushing isn't possible. It does allow for crafting while out adventuring though. 4 hours of work resulting in the equivalent of 2 hours, so it takes 4x as long to craft, but you can do it while you're out and about saving the world.

You missed something:

Magis Item Creation wrote:
Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.


@Unruly
Please go and re-read the magic item crafting rules, the things you are saying on your last post includes things that aren't on the rules.


leo1925 wrote:

@Unruly

Please go and re-read the magic item crafting rules, the things you are saying on your last post includes things that aren't on the rules.

Aside from missing the part about rushing, nothing else I said was actually wrong.

PRD wrote:
The DC to create a magic item is 5 + the caster level for the item.

So a CL 9 item, assuming you meet all the requirements, has a DC of 14. Any caster with at least 9 ranks in Spellcraft and a +1 Int mod would allow you to craft it on a 1, since Spellcraft is a class skill for all casters. And since the crafting check is a skill check, it doesn't automatically fail on a 1.

PRD wrote:
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items...This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
PRD wrote:
Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.
PRD, emphasis mine wrote:
When your character is not in immediate danger or distracted, you may choose to take 10.

It's very possible to rule that a boat is neither quiet nor comfortable. And considering that "vigorous motion while casting," such as riding a horse, is enough to require a concentration check, it's easy to say that being on a boat could prevent you from doing what you would normally be able to do on dry land. It would be well within the GM's ability to give you the compromise option of taking 10 and netting half the result or rolling and getting the full result. Or he could just prevent you from crafting altogether due to your concentration being interrupted by being in an inadequate work environment. And it really wouldn't be breaking RAW to do so. Is it taking a bit of leeway and maybe not the way it was intended? Sure, but the rules are there to back up that particular stance.

So please point out to me what I'm missing, other than not seeing the rushing rules, which I admit I missed.


If being on a boat makes you unable to craft then it makes you unable to prepare spells as well since being able to prepare spells requires the same environment crafting does. Vigorous motion on a boat IMO would only be during a storm or during a boarding/combat.


Personally, I would have a problem with not being able to craft/enchant stuff while adventuring. The rules allow it(Players guide page 549 last paragraph left column through right column). Wanting a low magic campaign isn't a bad thing but restricting it like he is isn't quite fair. Maybe you all would be interested in an optional craft/enchant process I worked up recently.

Alternative crafting/enchanting:
Enchanting Alternatives

When enchanting an item, present rules dictate a specific gold piece cost associated with the enchantment. I propose a more dynamic system to allow for situations outside of normal crafting/enchanting rulings.

Present rulings

Typically, the enchanter will be in a community with some access to markets for various supplies in exchange of gold.

If not in a community, then the options for crafting/enchanting goes to practically nil due to access to resources such as raw materials.. i.e. wood, metal, gems, gold....etc, and finished products . i.e... weapons, armor, inks, ...etc.

This alternative is for those instances where an crafter/enchanter does not have access to ready materials. Here's how it works.

crafter/enchanter has an item they want to craft/enchant. They need to know what materials would be required to craft/enchant item.

Roll percentile dice and write down the result. Roll again and add to the first roll, if this comes to 100% your done.

The first roll is for percentage of gold required for the crafting/enchanting process. It is possible to roll 100 and so, the gold would be all that's required.

Any subsequent rolls are for other materials needed for the process. The GM is final arbiter of materials needed.

example:

Janden is wanting to enchant his boots for Boots of the Cat. He is a sorcerer, he has the Craft Wondrous Items feat, he has the 700 gp needed but he is adventuring so he doens't have the resources of a town to get the materials for the process. So he gets with his GM who rolls percentile die and gets a 56%. This is the gold requirement. 700gp x .56 = 392 gp.

The Gm rolls percentage again and gets 31. He then adds it to the 56 to get 87%. Another material is necessary for the enchanting process. It could be animal, vegetable or mineral depending on GM call. GM rolls percentage again and gets 89 then adds it to 87%. this covers the remaining 13% left so now the player and GM knows it will take 392gp plus 2 other material items determined by GM. For those GM's who do not want to be bogged down with trying to determine an exact material, could just have the player roll a knowledge: arcana to see if they know what's necessary, then an appropriate Knowledge skill to see if its in the area.

I would think your DM would go with this considering he has his thumb on loot as well as additional material requirements.

Shogahin


As a DM I also keep a wary eye on crafting, ever since I had a character bless a tub of water, make some dust of dryness, and then go vampire hunting with little holy water grenades.

I usually dont give out a lot of magic items because characters as so optimized anymore. Back in 2E when characters were weaker as a whole (they had an 18 str d100 chat for pete sake. EVERYONE has an 18 anymore.) I gave out lots of magic. Now the characters tend to do well enough alone.

But even though I am restrictive on what is allowed, I compensate the players by not forcing lots of feats wasted.

I simply offer 1 "Magical Crafting Feat" that allows access to all types of crafting as soon as level appropriate.


It's also notable that higher level magic items take a lot of time to craft, 1 day per 1000gp in the base price (not the crafting price, as I almost erroneously noticed). You can also only craft for 4 hours while traveling instead of 8 while not traveling (effectively halving your yield to 500gp). So the best solution to curbing crafting abuse is time pressure. Your PCs sometimes simply can't afford to spend the amount of time needed to craft an object, especially since the most expensive ones can take the better part of a year.


Shoga : Thats not a bad idea although it does force the DM to come up with on the fly side quests to get more material components, and crafting can take substantial time as it is. Cant really go looking for some rare component in the typical "save X" plot.

Although im wondering whether you can have another character "take over" the crafting...like do 4 days worth of crafting then have someone else (might be a NPC) take over for the remaining 2 days.

Also it looks like the DM ruled that :

-We can craft if travelling on a boat

-No take 10

-1s auto fail

Not sure if he will allow re-rolls using fortunate charm, but im guessing the answer would be a no.


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You see, this is the issue when the DM takes the round peg that is PF and tries to hammer it into the square hole that is "low magic". Pathfinder is very popular, it's very hard to get players for any other games. If he advertised Iron heroes (D20 balanced for low magic) he likely wouldn't get any players. So, he's gonna doe false advertising and push what he calls a Pathfinder game which is actually gonna be a bad kludge.

He likely want to do low magic as he is not imaginative enough to control PC's who can do magic stuff.


It does seem unfair for a DM to not let you find magic items, not let you make magic items, and pit you against monsters that can't be defeated without magic items.

3 possibilities spring to mind.

He doesn't realize: point it out to him that he's being unfair, and he'll adapt.

He wants to be unfair: the story he's trying to build with you is one of hopelessness and defeat. If that's the case, you just have to wallow in despair and angst and play out the drama he wants this time. Next time, vote for the next campaign to be a heroic fantasy instead of a gothic malaise.

He isn't really being unfair: he's just giving you problems you haven't found the solution to yet. Maybe he wants you to dig pit traps and throw steel mesh nets over the Balor Demon. Maybe he wants you to defeat the specter by finding his long, lost family heirloom and return it to his grave or the descendant of the Lady he stole it from so he can then rest in peace. Maybe instead of your party taking Craft Wondrous Item, your party should be taking Improved Grapple. Most creatures whose bodies cannot be damaged by weapons can still be tied up.

I had another thought. There is a 3.5 Feat called Ancestral Relic. That feat gives you a magic item that you tailor-make as you gain levels and sacrifice treasure to it. Perhaps your DM might allow some kind of feat like that, and allow you to enjoy it.

Anyway, it does sound like you should observe the situation to the DM and ask him about his vision.


Unruly wrote:
PRD wrote:
Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.
PRD wrote:
When your character is not in immediate danger or distracted, you may choose to take 10.

It's very possible to rule that a boat is neither quiet nor comfortable. And considering that "vigorous motion while casting," such as riding a horse, is enough to require a concentration check, it's easy to say that being on a boat could prevent you from doing what you would normally be able to do on dry land. It would be well within the GM's ability to give you the compromise option of taking 10 and netting half the result or rolling and getting the full result. Or he could just prevent you from crafting altogether due to your concentration being interrupted by being in an inadequate work environment. And it really wouldn't be breaking RAW to do so. Is it taking a bit of leeway and maybe not the way it was intended? Sure, but the rules are there to back up that particular stance.

So please point out to me what I'm missing, other than not seeing the rushing rules, which I admit I missed.

If you live on a boat, you get your "sea legs". The normal day to day motion is not even noticed, let alone distracting. I can see a GM saying you don't have your sea legs yet, but you can certainly craft on a boat as long as you are not in an unusual situation like a storm or rapids. Consider a sea cruise. Yes, people get sea sick, but the crew never do because they are used to it.

What I see the OP saying is:
GM: I am running a low magic campaign, but with PC casters having normal casting abilities.
Player: I got this crafting feat and I want to use it.
GM: Oh wait. You cannot do this while on the road, even though the rules say so.
Player: OK. Now, I am in town and I Take 10.
GM: Oh wait. You cannot do this, even though the rules say so.

Sounds to me the GM does not want this, but is afraid to tell you ahead of time. I agree with others that you need to tell the GM he is house ruling the feat to uselessness and ask for either normal rules or a replacement feat of your choosing.

/cevah


@DrDeth
To be fair, from what the OP has told us, it looks like a low wealth instead of a low magic campaign.

@Question
Another house rule? (the nat 1 auto fail) Seriously take the hint and don't do magic item crafting, if he is prepared to spring up that many house rules, mid campaign, that all of them make your life difficult when crafting magic items then he REALLY doesn't want to craft magic items but for SOME REASON he doesn't tell you so on your face.


leo1925 wrote:

@DrDeth

To be fair, from what the OP has told us, it looks like a low wealth instead of a low magic campaign.

In PF, is there a significant difference, item-wise?

and "and we face very few spellcasters".

Grand Lodge

DrDeth wrote:
You see, this is the issue when the DM takes the round peg that is PF and tries to hammer it into the square hole that is "low magic".

Yeah this GM is playing it wrong and should be ashamed of himself. Eveyone knows that there is only ONE right way to play the game, the way that DrDeth likes!

OK, lets get serious here. I play low magic Pathfinder games quite a bit, It's my preferred way to play the game. I also play a more standard game and I like it just fine. The games limitations are more bound by the creativity of the GM and players than anything else. Perhaps you can't imagine the game working well with low magic, but I assure you, it does.

Now these things work best if the players and the GM are both on board, and some discussion between them is required to ensure that everyone is having fun and no one feels cheated by the system, but that kinda goes for all Pathfinder games in my experience.


dwayne germaine wrote:
DrDeth wrote:
You see, this is the issue when the DM takes the round peg that is PF and tries to hammer it into the square hole that is "low magic".
Yeah this GM is playing it wrong and should be ashamed of himself. Eveyone knows that there is only ONE right way to play the game, the way that DrDeth likes!

I don't think he's saying the guy is playing it wrong, rather that the guy didn't think it through all the way. Playing a low-magic game takes a good bit more work than running a normal game, because so much of Pathfinder is based on characters having relatively easy access to magical gear and spells, with the most notable thing being the CR system. Once you get past about level 5 the CR system goes to crap in most low-magic games, because that's when you start running into more and more creatures with DR, or that can't be damaged properly by weapons, or that turn invisible, etc. Once that happens, without magic a party is screwed.

Imagine facing an army ant swarm in a game without magic. As a CR-appropriate fight, you'd kill your party because they would have no means of damaging the enemy other than by going into the square one round, taking 3d6 points of damage, and then moving out next round to deal a meager 1d6 damage to the swarm. While also running the risk of taking an additional 3d6 damage each round until they make that Reflex save. Sure, they could use Alchemist's Fire, but that's still only 1d6 damage, and if they toss it at the swarm after they're on an ally, that ally takes damage as well. And the Army Ant Swarm is an enemy that doesn't use magic and would be right at home in a low-magic campaign.

Grand Lodge

Unruly wrote:


I don't think he's saying the guy is playing it wrong,

When he calls playing low magic trying to fit a round peg into a square hole, I interperate that as saying that you are doing it wrong. I don't see how you can interperate it any other way.

Obviously when you play low magic some encounters aren't going to work properly. Certain things are going to be WAY more dangerous than the CR would imply, and the GM has to be aware of it, but the kinds of creatures that REQUIRE magic to defeat are generally either non-existant or exceedingly rare in low magic games. Part of the whole point of low magic games is that creatures that require magic to hurt are exceptionally dangerous.


Generally speaking, when it comes to the idiom about pegs, you're talking about pegs of the same approximate size but shaped differently. A round peg with a diameter equal to the length of the sides of a square peg, and thus approximately the same size when judged visually, will fit through the square hole. But it won't work the other way around. Try it sometime. So a round peg into a square hole is usually possible, but it's lacking substance. Which is why the actual expression is "a square peg in a round hole," which is much harder to pull off without altering the shape or size of the square peg.

But in either case, of lacking substance or of being forced to fit, the same thing can be said - Pathfinder makes a lot of assumptions about group size, character stats, character wealth, and the accessibility of magic and magic items. Some of these assumptions have advice or rules in the book to help with when you break from them, such as group size getting CR adjustments and different point buys explicitly being called "low," "high," and "standard" fantasy to give you an idea of their relative power to each other. Other assumptions, such as WBL and access to magic, do not. And so it is up to the GM to try to shoehorn those things into place without disrupting the game too much.

It takes a lot more work, and not every GM puts the required effort into pulling it off. They'll just look at monster CR and the APL, and then throw enemies around despite the fact that the interaction between APL and CR assumes that your party is at least somewhere close to average WBL and has access to level-appropriate magic. Like saying "Oh, this demon is CR6, my party is APL 6, so lets throw him out there!" But then the party has neither a cold iron nor a good weapon, because those things have been limited, and so the Demon has DR/10(5 Good, 5 Cold Iron) against all their attacks, and so they can't hurt it. Or they throw that CR5 ant swarm out, because it isn't magical at all and it's a CR lower, and is surprised when they end up with a TPK because the party could barely damage it.

It's not that they're "playing it wrong," it's that they're handling it wrong by not planning things sufficiently. And it's seeming like this GM is running into that problem. He didn't think things through well enough, and now he's trying to slap a patch on things mid-game, after he already let the party do something. And even though I may agree with the GM's rulings, it's not cool that he sprung them on the party the way he did. It's something that should have been thought of before the game started, not after allowing it to happen a few times, since limiting access to magic items is apparently a very key part of how he was trying to limit player power.

Grand Lodge

Oh certainly the GM and players in this case might have benefitted from a discussion about crafting before they started, hindsight is always 20/20. It's tough to be aware of every assumption that you make about your game as a GM and how your players might have a different view of things, so keeping an open dialogue is essential.

In this case it appears the the OP and the GM are finding that this is the case with crafting, and from the follow up posts they seem to be discussing and trying to find a way to deal with it that will work for both the player and the GM. Sometimes when you are trying something new adjustments need to be made mid game, and that's OK as long as they don't become adversarial (sometimes even that is OK, but once again different strokes for different folks)

If you re-read the inital post there is no indication that the GM is mucking things up with encounters that the party can't beat because of the wealth level or availability of magic items. The only issue right now seems to be that the GM and the players have different views on how many magic items the party should have and how easy it should be for the characters to get them. Either the Gm will continue to provide the tools the party needs to defeat it's challenges, or he will have to adjust things when it becomes apparent that a mistake has been made, but it doesn't really seem to have happened yet.

Now if there really was some indication that the GM had been pitting the party against enemies that they couldn't deal with given their equipment situation or that crafting really was going to be nessecarry for the party at some point, or even that he wouldn't allow the OP to swap out a crafting feat that he was not happy with because of differing assumption, then I could see DrDeths comments having some validity to them. Instead, we have

DrDeth wrote:
You see, this is the issue when the DM takes the round peg that is PF and tries to hammer it into the square hole that is "low magic".
implying that it's wrong. (or possibly just inferior, if we go by your explanation) and then
DrDeth wrote:

If he advertised Iron heroes (D20 balanced for low magic) he likely wouldn't get any players. So, he's gonna doe false advertising and push what he calls a Pathfinder game which is actually gonna be a bad kludge.

He likely want to do low magic as he is not imaginative enough to control PC's who can do magic stuff.

Also very dismissive and a little judgy about a gamestyle that DrDeth doesn't seem to approve of.

My point has always been that there are innumerable ways to play the game, and none of them are wrong. Some aren't right for everyone, some aren't right for me, and obviously low magic isn't right for DrDeth. Can you really read that post and say that it isn't, at best, just thinly veiled derision for low magic games?


Unruly wrote:
Like saying "Oh, this demon is CR6, my party is APL 6, so lets throw him out there!" But then the party has neither a cold iron nor a good weapon, because those things have been limited, and so the Demon has DR/10(5 Good, 5 Cold Iron) against all their attacks, and so they can't hurt it.

Nitpick:

If it sais "DR5/good and cold iron", that is still DR 5, not DR 10.

/cevah


I also have to nitpick. There is actually one wrong way to play the game. Playing in a manner which causes no fun to be had by anyone is always wrong. I have seen far too many unhappy people lash out at a gaming group over the years to ignore it as a possible playstyle.


Cevah wrote:
Unruly wrote:
Like saying "Oh, this demon is CR6, my party is APL 6, so lets throw him out there!" But then the party has neither a cold iron nor a good weapon, because those things have been limited, and so the Demon has DR/10(5 Good, 5 Cold Iron) against all their attacks, and so they can't hurt it.

Nitpick:

If it sais "DR5/good and cold iron", that is still DR 5, not DR 10.

/cevah

It's effectively DR/10 if they have no means of bypassing either the DR5/good or DR/5 cold iron. That's what I was getting at. Different types of DR stack with each other if it says "and" as opposed to "or." It's just less text to put "DR/5 Good and Cold Iron" in the place of "DR/5 Good and DR/5 Cold Iron." Also, if you only bypass one and not the other when "and" is used, they're still going to take 5 less damage from your attacks.


DrDeth wrote:

You see, this is the issue when the DM takes the round peg that is PF and tries to hammer it into the square hole that is "low magic". Pathfinder is very popular, it's very hard to get players for any other games. If he advertised Iron heroes (D20 balanced for low magic) he likely wouldn't get any players. So, he's gonna doe false advertising and push what he calls a Pathfinder game which is actually gonna be a bad kludge.

He likely want to do low magic as he is not imaginative enough to control PC's who can do magic stuff.

Huh, guess it's my turn to agree with you. Since you pretty much nailed this, /thread.

@ dwayne germaine - Using Pathfinder as a low magic system *is* inferior to using another system that is actually designed for it. Pathfinder is skewed very heavily against low magic. That's a compatibility issue not a playstyle one.

To use a metaphor:

Person 1: I really want to use this baseball bat to play Cricket.

Person 2: Maybe you should use the appropriate equipment?

Person 1: No! Don't tell me my playstyle is inferior.

Because that's how your argument comes across dwayne germaine.


Unruly wrote:
Cevah wrote:
Unruly wrote:
Like saying "Oh, this demon is CR6, my party is APL 6, so lets throw him out there!" But then the party has neither a cold iron nor a good weapon, because those things have been limited, and so the Demon has DR/10(5 Good, 5 Cold Iron) against all their attacks, and so they can't hurt it.

Nitpick:

If it sais "DR5/good and cold iron", that is still DR 5, not DR 10.

/cevah

It's effectively DR/10 if they have no means of bypassing either the DR5/good or DR/5 cold iron. That's what I was getting at. Different types of DR stack with each other if it says "and" as opposed to "or." It's just less text to put "DR/5 Good and Cold Iron" in the place of "DR/5 Good and DR/5 Cold Iron." Also, if you only bypass one and not the other when "and" is used, they're still going to take 5 less damage from your attacks.

Re-read the rules on DR.

Damage Reduction:
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.
The numerical part of a creature’s damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature’s tough hide or body. In either case, other characters can see that conventional attacks won’t work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type .. Weapon Enhancement Bonus Equivalent
cold iron/silver .. +3
adamantine* .. +4
alignment-based .. +5
* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does

"DR/5 Good and Cold Iron" reduces damage by 5 unless the weapon used is both good aligned and cold iron, or it is a +5 weapon.

/cevah

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