Mathmuse's Houserules


Homebrew and House Rules


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Weaknesses in Crafting and other Earned Income

In my Iron Gods campaign, the Pathfinder 1st Edition rules for crafting were not up to the extensive mundane crafting my players engaged in, so I switched to the Making Craft Work rules by Mark L. Chance from Spes Magna Games (also available at www.d20pfsrd Alternative Craft Rules). The Pathfinder 2nd Edition rules are much better, but I still found reason to houserule them.

The introduction to Making Craft Work describes some unwanted consequences of the PF1 crafting rules. A few still apply to PF2.
1. In PF2 a more expensive item takes longer to craft even if the more expensive material is easier to work. A gold ring takes longer to craft than an iron ring. In PF2 this still holds true for the full crafting time, but it can be roleplayed realistically by paying more of the material cost for the more expensive material.
2. The excessively long crafting time of the most expensive magic items, such as 28 weeks for full plate, interferes with adventuring. This still holds in PF2 and now applies to magic items, too, except for paying for more raw materials for faster crafting.
3. In PF1 for two items of the same price the one with higher DC is crafted faster. PF2 eliminated this paradox.

I mentioned the PF2 Craft action rule about paying more to finish crafting, "If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item." This rule is unrealistic, because materials can't become part of a finished item without more crafting work. Nevertheless, I view this as an acceptable breach from reality for playability. Sometimes a character will have to cut his or her work short, because an emergency occurs or because the party lacks enough downtime for full crafting. A rule to cut crafting short without abandoning the work--and delaying the work for several levels is as bad as abandoning it--makes the game more convenient.

In contrast, the PF2 Craft action rule about preparation time, "You must spend 4 days at work, at which point you attempt a Crafting check," is unacceptable. Currently, I run a PF2 Ironfang Invasion campaign. The players do not plan on much crafting, but they will be away from stores for two modules. And two player characters rely on archery. They will need to craft arrows. I ran into this before in a Serpent's Skull campaign, which leaves the party far from civilization often. The ranger in that campaign spent every evening making arrows. Under PF2 rules, making 10 arrows will take 4 days and 2 hours. The 2 hours can be reduced, the 4 days cannot. As the GM, I can let them find arrows, but a regular supply that way would be a kludge. Craft is supposed to provide a player-controlled workaround. If I instead provide artisan's tools for fletching, then I put the arrow supply into the hands of my players.

Another problem with the PF2 Craft action rule is that the critical success result can be so good that clever players will reroll until they get a critical success. Imagine a 9th-level crafter making the 9th-level greater healer’s gloves. The crafter has Int 18, Master Crafting Proficiency, Magical Crafting feat, and Sterling artisan’s tools for leatherworking. He has a +20 to Craft checks to make gloves. The GM references Table 10-5, DCs by Level, and decides on DC 26 to craft the gloves. The crafter buys 350 gp of raw materials, spends 4 days in preparation, and rolls a 10 for a total of 30. He could spend 88 more days crafting at 4 gp per day to finish the gloves at no additional cost. Instead, he starts over, reusing his raw materials and taking another 4 days and rolls a 5. So he starts over another time, reusing his raw materials and rolls a 16. That is a critical success, so he can spend 59 days crafting at 6 gp per day to finish the gloves at no additional cost. Even with 8 more days spent in preparation, he would spend 21 fewer days on crafting.

Very long crafting times and faster crafting for critical successes could lead to rejecting successes to fish for critical successes. I don't want that behavior. I could use a harsh interpretation of, "If your attempt to create the item is successful, you expend the raw materials you supplied," to prevent a restart on a success, but then I would have to justify why a failure allows reusing the same raw materials and a success doesn't. Besides, I asked my players. They would prefer better items for critical success rather than faster crafting.

And the problem that persuaded me to create houserules is that I exampled the mathematics inside Table 4-2, Income Earned, on page 236 of the PF2 Core Rulebook, and I saw too many flaws (Income on a Curve). I wish to rewrite that table.

Finally, so long as I am creating houserules for Craft, I ought fix snares. The player of a ranger in my campaign is interested in using snares, but the cost is prohibitive. PF2 bent their snare rules to fit them into Crafting rather than Survival and treating them as something to use in the middle of combat. I can make snares more realistic and therefore more useable. I liked playing rangers as the wilderness expert, the person who could find a well-hidden location and set up a campsite there. Setting up snares to guard against attacks in the night fits my vision of ranger class.

Houserules for Earned Income, Earned Income, Subsist, and Snares

EARN INCOME, PF2 Core Rulebook, Skills chapter, page 236, is unchanged except that it no longer uses proficiency rank and Table 4-2, Income Earned, is rewritten.

Alternative Table 4-2: INCOME EARNED
Negative 1st level: 5 cp/day. 0th level: 1 sp/day.
1st level: 2 sp/day. 2nd level: 3 sp/day. 3rd level: 5 sp/day. 4th level: 8 sp/day. 5th level: 13 sp/day.
6th level: 2 gp/day. 7th level: 3 gp/day. 8th level: 4 gp/day. 9th level: 6 gp/day. 10th level: 9 gp/day.
11th level: 13 gp/day. 12th level: 20 gp/day. 13th level: 27 gp/day. 14th level: 40 gp/day. 15th level: 60 gp/day.
16th level: 90 gp/day. 17th level. 130 gp/day. 18th level: 200 gp. 19th level: 300 gp. 20th level: 450 gp.
20th level (critical success): 700 gp.

CRAFT Crafting Trained Skill
Downtime, Manipulate
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting skill feat to create snares. To Craft an item, you must meet the following requirements:
• The item is your level or lower. An item that doesn’t list a level is level 0.
• You have the formula for the item; see Formulas below for more information.
• You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. Sometimes the tools can be improvised, such as using a wookworker's kit to work leather, but that imposes a -2 item penalty.
• You must supply raw materials worth at least 50% the item’s Price, or 40% if Expert in Crafting, 30% if Master in Crafting, and 20% if Legendary in Crafting. in You expend the supplied raw materials when you Craft successfully. If in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. If in the wild, you might be able to Harvest to obtain the raw materials.

When you begin work, you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned (page 236), using your own level instead of a task level. You may work individual hours instead of days, up to a maximum of 8 hours per day. Progress per hour is one eighth the progress per day. At the end of any downtime day, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off, if it is safely stored.
Critical Success Your attempt is successful. You may create a better version of your item instead of the intended version. See Better Items below.
Success Your attempt is successful. Each additional hour spent Crafting reduces the materials needed to complete the item by an amount based on your level.
Failure You fail to complete the item. You can salvage 90% of the raw materials you supplied for their full value. Before you can try again, you must spend 1 day studying the formula for the item.
Critical Failure You fail to complete the item. You can salvage 75% of the raw materials you supplied for their full value. Before you can try again, you must spend 2 days studying the formula for the item.

Batches
You can Craft item in batches of identical items. This requires you to include the raw materials for all the items in the batch at the start, they all use the same Craft check, and you must complete the batch together. You can make a batch of four identical items consumable trait in batches, such as Acid Flasks, or a batch of ten ammunition items, such as arrows. You can also put together a daily batch, consisting of few enough identical items that you can Craft them in a single day.

Formulas
A formula is necessary to craft any item. You memorize any formula in your formula book, but if you fail a Crafting check to Craft an item, you must study the formula book itself to be able to try again. You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a basic crafter’s book (page 287). See the rules on page 293 for information on how to acquire other formulas.

Better Items
One a critical success the crafted item is better than any item in the store. It gains an additional minor beneficial trait or slightly better numbers or reduces a hindering trait, that would raise the quality of the item by at most one level. This increases its selling price by 50%, but does not increase its crafting price. Better items disassembled to yield a formula provide only the original formula, not a better formula, and better common items are uncommon items for purchase.

The improvement cannot change the item's nature, shape, material, or cultural adoption, so a longbow gaining the Elf, Free-hand, or Trip trait would not be plausible. On the other hand, a better elven curve blade could gain Trip because it is a curved sword like a temple sword. A better longbow could gain the propulsive ability, becoming as useful as a composite longbow. Or a better longbow could have its volley 30 feet reduced to volley 15 feet. Matching a nearly-identical item of twice the price is plausible, so a better wooden shield could have the hardness and hit points of a steel shield. In contrast, a better 0th-level fishing tackle cannot gain the +1 item bonus of 3rd-level professional fishing tackle, due to the difference of 4 levels, but it could gain the +1 item bonus under special circumstances, such as fishing in mountain terrain. In general, a +1 bonus upgrades by more than one level.

SUBSIST is replaced by HARVEST.

HARVEST
Downtime
You gather food or raw materials from the local terrain. Harvesting as a downtime activity takes one day and yields the desired raw materials according to Alternative Table 4-2, Income Earned. You declare the nature of the raw materials you seek, such as "raw materials for making arrows" or "meat and enough fireword to cook it." The GM determines the skill and DC based on the place and a task level based on the availability of the materials. The skill fits the nature of the terrain, such as Survival for a wild place and Society for an urban location. The DC reflects the difficulty in spotting and extracting the raw materials, following the five simple skill DCs in Table 10-4, Simple DCs, on page 503. For example, finding raw material for building a wall (mostly stone) would be Crafting or Mining Lore with Untrained DC 10 in mountains and Expert DC 20 in swamps. The task level reflects the maximum rate at which the raw materials can be found, and defaults to your level if the material is abundant. Appropriate tools are also required, such as saws for harvesting timber or mining tools and a smelter for harvesting ore and refining it into metal.
Critical Success Your harvest is very successful. You return with twice as much raw material as success or spend half the time as success.
Success Your harvest is successful. You return with the full value in the raw materials according to Alternative Table 4-2, Income Earned for the task level.
Failure Your harvest is marginal. You return with half the value in the raw materials for the task level.
Critical Failure Your harvest is fruitless. You return with nothing.

Harvesting from a local terrain can also be an exploration activity while traveling up to half speed. It yields 1/10th the value in Alternative Table 4-2, Income Earned, per hour instead of full value per day. A single available object, such as an edible carcass or a disabled trap, can be stripped for harvesting, too, as a 1-hour exploration activity. It can be harvested in one hour for a full day's harvest, but the type of resources recovered depends on the nature of the object.

Raw Materials and Food
Raw materials are non-specific consumable items that can be refined into other items. Freshly gathered food is a raw material that can be eaten as is or refined into meals (Table 6-14, Basic Services and Consumables, page 294) or rations (Table 6–9, Adventuring Gear, page 288) via a Craft or Cooking Lore activity. A character can nourish themselves with 5 cp of food or meals per day. Living off of half that food for 4 consecutive days or no food for 2 consecutive days leads to fatigue. The use of raw materials measured in price, so price per quantity information is seldom available. For cheap, bulky raw materials, such as wood or food, estimate their bulk as 1 bulk per silver piece of raw materials. Less bulky raw materials might be 1 bulk per gold piece, and expensive raw materials might be 1 light bulk per gold piece. To avoid confusion about price, the purchasing price and selling price of raw materials are the same, as if they were other currency (page 271).

Snares
Snares (page 589) are no longer crafted in place. Instead, snares are crafted at a campsite or workshop, carried to the place of use, and deployed with a 1-minute Interact activity. You can deploy only a snare of your level or less. Deploying the snare starts in the snare's square and finishes in an adjacent square. Two or more characters can work together to deploy the snare in half a minute, and all will count as the deployer for disabling and retrieving the snare. A snare has bulk 1, but any number of snares can be packed into a snare kit without increasing its bulk.

Erase the sentences in Disabling Snares on page 589 that said, "As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Thievery can disable them; if you are a master in Crafting, only a creature that is an expert in Thievery can
disable them; and if you are legendary in Crafting, only a creature that is a master in Thievery can disable them." I view this as unnecessarily complicated. The increasing DC should be enough challenge.

A disabled snare can be harvested for parts, a raw material for building devices. A triggered snare is destroyed and cannot be harvested. If you deployed a snare, then you can automatically disarm it without triggering it by spending an Interact action while adjacent to the snare, and a similar Interact action can re-arm it. With a 1-minute activity, you can return a disarmed snare you deployed to its undeployed form that can be carried or packed again.

The following feats also change:

SNARE CRAFTING Feat 1
General, Skill
Prerequisites trained in Crafting
You can use the Craft activity to create snares, using the houserule Craft rules. You can attempt to undeploy a disarmed deployed snare with a 10-minute Craft check against the snare's item DC. Failure destroys the snare. When you select this feat, you add the formulas for four common snares to your formula book.

SNARE SPECIALIST Feat 4
Ranger
Prerequisites expert in Crafting, Snare Crafting
You specialize in improvising cheap traps to obstruct your enemies on the battlefield. If your proficiency rank in Crafting is expert, you gain the formulas for three common or uncommon snares (page 589). If your rank is master, you gain 6. If your rank is legendary, you gain 9.
Each day during your daily preparations, if you have a snare kit, you can prepare four makeshift snares from your formula book for quick deployment without spending resources. You can deploy them with 3 Interact actions. These makeshift snares are stored in your snare kit, cannot be harvested or sold, and are disassembled as you make your next day's makeshift snares. The number of makeshift snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting.

QUICK SNARES Feat 6
Ranger
Prerequisites expert in Crafting, Snare Specialist
You can rig a snare in only moments. You can deploy a snare with 3 Interact actions.

No change to POWERFUL SNARES ranger feat 8.

LIGHTNING SNARES Feat 12
Ranger
Prerequisites master in Crafting, Snare Specialist
You can rig a trap with incredible speed. You can deploy a snare in 1 Interact actions.

UBIQUITOUS SNARES Feat 16
Ranger
Prerequisites Snare Specialist
You have arranged your snare kit for amazing utility. Double the number of daily makeshift snares from Snare Specialist.

ALARM SNARE Snare 1
Auditory, Mechanical, Snare, Trap
Price 3 gp
You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you deploy an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. The trigger for the alarm can cover four additional contiguous squares. When a Small or larger creature enters a trigger square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated. This snare is disarmed but not destroyed when triggered.

WARNING SNARE also gains the four additional contiguous squares for its trigger.

Trip Snare downgraded to snare 1. I could not stand that a simple strand of wire was a 4th-level item.
TRIP SNARE Snare 1
Mechanical, Snare, Tap
Price 3 gp
You set a well-anchored wire to trip a creature. A Trip Snare is deployed in one to four squares in a straight line. Any walking creature that steps into a trigger square or crosses over them diagonally must attempt a DC 20 Reflex save. A Large or bigger creature for which some of its girth did not cross the squares makes a DC 15 Reflex save instead. A creature that noticed the Trip Snare has any failure or critical failure upgraded to success. This snare is not destroyed when triggered.
Critical Success The creature is unaffected.
Success The creature is flat-footed until the start of its next turn.
Failure The creature falls prone.
Critical Failure The creature falls prone and takes 1d6 bludgeoning damage. The snare is destroyed.


Question(s) regarding batches of items (eg. potions)

Note that the APG playtest witch can craft potions in batches of 6 instead of 4 with the Cauldron feat and that the core book does not address how to actually handle crafting batches of items.

Assume that the listed price for Random Potion is 2gp (this appears to be "per 1") and 1st level and the player is 1st level (this is the same level that a witch can take Cauldron for the batch quantity of 6).

This means that the progress amount on the crafting check is about 2sp per day and that the player will be crafting at the maximum duration for the lowest cost (and ignoring the flat 4 day startup time, as that appears to be the "find the materials/workshop and get organized" time comparable to the "find a job and get hired" time).

Option 1: A batch of 4 takes 20 days to complete (2sp per day towards 4gp) and a batch of 6 takes 30 days (2sp per day towards 6gp).

Option 2: A batch (of any size) always takes 5 days to complete, progresses at 2sp per unit (crafting in parallel).

Which option are you using?
Note that Option 2 multiplies the "earned income" during downtime but makes more logical sense.


Draco18s wrote:

Question(s) regarding batches of items (eg. potions)

Note that the APG playtest witch can craft potions in batches of 6 instead of 4 with the Cauldron feat and that the core book does not address how to actually handle crafting batches of items.

The PF2 Core Rulebook rules for batches are on page 245 under the Craft activity. It is the sentence I put in italics.

PF2 Core Rulebook, Skills chapter, page 245 wrote:

[/b]Consumables and Ammunition

You can Craft items with the consumable trait in batches,
making up to four of the same item at once with a single
check. This requires you to include the raw materials
for all the items in the batch at the start, and you must
complete the batch all at once.
You also Craft non-magical
ammunition in batches, using the quantity listed in Table
6–8: Ranged Weapons (typically 10).

The mechanical advantage of batches is that crafting individual items would take took much time if each individual item required its own 4-day preparation time. My houserules dropped the preparation time, but they require study time after a failure. Batches reduce that.

The gameplay advantage is that players prefer to say, "I want to craft 10 arrows," rather then saying, "I want to craft an arrow," ten times.

Draco18s wrote:

Assume that the listed price for Random Potion is 2gp (this appears to be "per 1") and 1st level and the player is 1st level (this is the same level that a witch can take Cauldron for the batch quantity of 6).

This means that the progress amount on the crafting check is about 2sp per day and that the player will be crafting at the maximum duration for the lowest cost (and ignoring the flat 4 day startup time, as that appears to be the "find the materials/workshop and get organized" time comparable to the "find a job and get hired" time).

Option 1: A batch of 4 takes 20 days to complete (2sp per day towards 4gp) and a batch of 6 takes 30 days (2sp per day towards 6gp).

Option 2: A batch (of any size) always takes 5 days to complete, progresses at 2sp per unit (crafting in parallel).

Which option are you using?
Note that Option 2 multiplies the "earned income" during downtime but makes more logical sense.

I use option 1. Option 2 makes sense if brewing up a large pot or cauldron of potion if you ignore raw materials, but it makes no sense for creating a batch of arrows one at a time. The price of four Acid Flasks is 12 gp (3 gp each), so a batch of four Acid Flashs is a 12-gp crafting project. And even a brewing pot of 4 potions requires four times the initial ingredients of a single potion.


Mathmuse wrote:
The price of four Acid Flasks is 12 gp (3 gp each), so a batch of four Acid Flashs is a 12-gp crafting project. And even a brewing pot of 4 potions requires four times the initial ingredients of a single potion.

Which is why the witch feat is basically worthless: crafting six potions at level 1 takes damn near forever. While "you shouldn't be crafting at level 1!" is a viable complaint, my retort is then why is there a crafting feat at level 1?

The 4-day-startup period is relatively insignificant in all this, even considering batches of arrows being in groups of 10 (I'm not sure they are, will double check) but it really breaks down when you've got a feat that lets you craft 50% more potion "at the same time" because it takes 50% longer. In order to really see the net benefit of that reduced 4 day startup period you have to craft 2 full batches instead of 3. Which would you rather do:

24*3 or 34*2?

Sure, you save 4 days, but that's 4 days off a base of 72 (or 5%). FIVE PERCENT. And that's a whole feat you could have used to get Counterspelling (oh, right, also basically worthless).

Quote:
Option 2 makes sense if brewing up a large pot or cauldron of potion if you ignore raw materials

The name of the feat is literally "Cauldron." Where else do you think a witch brews her...brew? :|

(Anyway, not really ranting at you, but ranting at the way crafting works and not satisfied)


I had playtested only the oracle during the Advanced Player's Guide playtest. Thus, I searched on "cauldron" in the Witch playtest archives and found only Draco18s' Dec 12, 2019, post about Cauldron.

I also searched "batch" in the PF2 Core Rulebook.

Batches are an alchemist mechanic:

PF2 Core Rulebook, Alchemist, page 72 wrote:

Infused Reagents

You infuse reagents with your own alchemical essence,
allowing you to create alchemical items at no cost. Each
day during your daily preparations, you gain a number
of batches of infused reagents equal to your level + your
Intelligence modifier. You can use these reagents for either
advanced alchemy or Quick Alchemy, described below.
Together, these infused reagents have light Bulk.

Those batches appear during the 1-hour daily preparations at no cost. And the word "batch" has a different definition. It means one unit of infused reagents, though that unit can be converted into multiple alchemical items. The alchemist's Efficient Alchemy feat 4 on page 77 uses the crafting definition of batch and says, "This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent."

Page 565 in the Scrolls section also mentions batches, "Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."

I guess Craft doesn't benefit much from batches. Therefore, I might as well remove all numerical limitations from my batches.

Batches second version
You can Craft item in batches of identical items. This requires you to include the raw materials for all the items in the batch at the start, they all use the same Craft check, and you must complete the batch together. The price of a batch for determining the amount of materials necessary is the total price of all items in the batch. There is no limit on the size of a batch.

and I will have to change the alchemist's Efficient Alchemy feat.

New EFFICIENT ALCHEMY Feat 4
Alchemist
Thanks to the time you’ve spent studying and experimenting, you can more efficiently brew alchemical items. When spending downtime to Craft alchemical items, your progress per day is doubled.

In the Core Rulebook, Efficient Alchemy was as bad as the witch's Cauldron ability.


Mathmuse wrote:
I also searched "batch" in the PF2 Core Rulebook.

You apparently missed this one:

Page 245 wrote:

Consumables and Ammunition

You can Craft items with the consumable trait in batches,
making up to four of the same item at once with a single
check. This requires you to include the raw materials
for all the items in the batch at the start, and you must
complete the batch all at once. You also Craft non-magical
ammunition in batches, using the quantity listed in Table
6–8: Ranged Weapons (typically 10).

(And there's the arrows-are-in-groups-of-ten; I was pretty sure you were right about that number, I just could not recall this exact text).

In any case, this block does not tell us how to compute progress made. It says that you "include the raw materials for all the items in the batch at the start" and that "you must complete the batch all at once" and using a single check, but makes no mention of if that's tracked as four items in parallel (option 2) or four items in serial (option 1). As such, the witch feat that allows you to craft potions in batches of six (rather than four) is either useless or insanely cost effective.

Option 1 basically says that witches using a larger pot to brew more stuff at one time takes longer because ~Reasons~ (and extrapolating means that if you tried to make a batch of 100 potions at the same time it would take a whole year, even though that's not how that works).


About the "reroll until you get a critical" problem, you could just say that the crafter still loses 10% of the raw materials when they succeed, if they want to start over.


Draco18s, I posted in the Rules Discussion subforum to discuss slow batch crafting versus fast batch crafting. Batch Crafting, fast or slow?

I need more insight into the nuances of the difference. However, I am not sure I represented Draco18s' view correctly.

So far, the viewpoints are varied.


Megistone wrote:
About the "reroll until you get a critical" problem, you could just say that the crafter still loses 10% of the raw materials when they succeed, if they want to start over.

Directly penalizing fishing for a critical success for faster crafting feels hard hearted. Therefore, I moved the 10% loss of material to the failure result (in the Core Rulebook it happens on a critical failure). Fishing for a critical success increases the opportunities for rolling a failure.

Faster crafting on a critical became moot when my players said that they did not want faster crafting on a critical success. They wanted higher-quality crafting. Higher quality could still lead to people fishing for a critical success. The player of the elf ranger Zinfandel hates the volley property on his longbow, but not enough to switch to a shortbow. Instead, I suspect that when Zinfandel tries crafting a composite longbow, he might fish for a critical so that he can reduce "volley 30 feet" to "volley 15 feet."


Mathmuse wrote:

Draco18s, I posted in the Rules Discussion subforum to discuss slow batch crafting versus fast batch crafting. Batch Crafting, fast or slow?

I need more insight into the nuances of the difference. However, I am not sure I represented Draco18s' view correctly.

So far, the viewpoints are varied.

I think you presented my view correctly. Though some other folks have done weird s***. I don't know how Shandyan arrived at his numbers at all.


Oh, also, thanks for posting that thread. As you saw my earlier attempt (in the witch playtest area) went nowhere. I swear I made a remark in another (errata?) thread, which also went un-responded-to.


Pathfinder Roleplaying Game Superscriber

Interesting read. I've been using a similar house rule for Crafting; I don't get rid of the 4-day preparation time entirely, but instead I've ruled that Crafting reduces the cost of the item starting from the first day, and if you reduce the cost to 50% before the fourth day, you are done crafting.


MaxAstro wrote:
Interesting read. I've been using a similar house rule for Crafting; I don't get rid of the 4-day preparation time entirely, but instead I've ruled that Crafting reduces the cost of the item starting from the first day, and if you reduce the cost to 50% before the fourth day, you are done crafting.

That's effectively the same thing as getting rid of the 4-day prep time.


Pathfinder Roleplaying Game Superscriber
Draco18s wrote:
MaxAstro wrote:
Interesting read. I've been using a similar house rule for Crafting; I don't get rid of the 4-day preparation time entirely, but instead I've ruled that Crafting reduces the cost of the item starting from the first day, and if you reduce the cost to 50% before the fourth day, you are done crafting.
That's effectively the same thing as getting rid of the 4-day prep time.

It's not, because for more expensive items you still have to spend those 4 days before you can finish the item.


1 person marked this as a favorite.

Oh, I parsed badly. I see where you changed things, yeah.

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