Crafting Calculator


Pathfinder Second Edition General Discussion


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Pathfinder Rulebook Subscriber

After seeing Basics4Gamers' video on crafting and reading some interesting discussion about "break even" points with crafting I decided to whip up an interactive crafting calculator:

https://vietthe.dev/pf2e/crafting_calc/

It allows for comparisons between crafting and using Earn Income to just buy the item. Break even point mostly boils down to the difference between character level and task level (as dictated by the character level and settlement level).

The calculator will dynamically change the URL to record the current state of the calculator so you can share your work. For example, here's the side bar crafting example on CRB page 245: https://vietthe.dev/pf2e/crafting_calc/index.html#WzIsNSwyLDEzLDQsNjUwMCwwL GZhbHNlLGZhbHNlLHRydWUsMSwzLHRydWUsInN0cmlraW5nIl0=. In this example the row for day 14 matches the CRB when you add the "Spent" and "Balance" columns.

If there are any mistakes just let me know.


This is very interesting. It lets you know right up front that in most cases you are not gonna save money crafting an item over buying it unless you take a ton of downtime unless it's something you can't get any other way. Honestly I think it's cheaper to just have an item commissioned and just work the $ off in most cases. And these #'s don't include the cost of the formula even.


Pathfinder Roleplaying Game Charter Superscriber

Thank you for sharing!! Well done!

RPG Superstar 2010 Top 32

This is nifty and I wanna bump this because more people should see it.


Timeshadow wrote:
This is very interesting. It lets you know right up front that in most cases you are not gonna save money crafting an item over buying it unless you take a ton of downtime unless it's something you can't get any other way.

The ONLY way Crafting is going to save you money, once you fully understand the RAW, is

1) if the party is stuck in a backwater town, meaning the settlement level is lower than your own level, meaning that the tasks available for Earn Income are significantly lower in level. As a crafter, you can Craft at your own level, not the settlement's level.
2) you have considerable downtime available (and again, no way of simply travelling to a metropolis that can cater to heroes of your level)

and even then
3) you don't actually make any money. All you can do is earn more money relative to your friends in the party. That is, all savings depend on you earning money appropriate for your level while your friends have to spend time on low-level tasks, earning less money.

That is, any money made on Crafting relies on the misfortune of your fellow party members. (If that sounds harsh, you just haven't fully absorbed the RAW effects of the official rules. Yes, I mean that's literally how the rules work!)

---

Once you realize that's how the official Crafting rules work, you might be interested in an alternative:

https://paizo.com/threads/rzs42wkj?Any-good-suggestions-to-make-Crafting-mo re#6

This alternative doesn't make Crafters hope their party is stuck in backwater towns. This alternative doesn't rely on weeks and weeks of downtime.

This alternative makes it clear up-front what Crafting saves you, and then delivers on that promise regardless of adventure specifics, as long as the GM doesn't deny you downtime altogether.

Yes, even if you happen to vacation in a level 20 settlement, where the other party members can fulfil their complete potential, and yes, even if that stay is of limited duration. You still earn 20% extra.

And no, these rules still aren't more generous than the RAW. The RAW totally allows you to save 20% (roughly speaking). Here you just don't do it at the expense of your fellow party members! :-)


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Zapp wrote:
Timeshadow wrote:
This is very interesting. It lets you know right up front that in most cases you are not gonna save money crafting an item over buying it unless you take a ton of downtime unless it's something you can't get any other way.

The ONLY way Crafting is going to save you money, once you fully understand the RAW, is

1) if the party is stuck in a backwater town, meaning the settlement level is lower than your own level, meaning that the tasks available for Earn Income are significantly lower in level. As a crafter, you can Craft at your own level, not the settlement's level.
2) you have considerable downtime available (and again, no way of simply travelling to a metropolis that can cater to heroes of your level)

and even then
3) you don't actually make any money. All you can do is earn more money relative to your friends in the party. That is, all savings depend on you earning money appropriate for your level while your friends have to spend time on low-level tasks, earning less money.

That is, any money made on Crafting relies on the misfortune of your fellow party members. (If that sounds harsh, you just haven't fully absorbed the RAW effects of the official rules. Yes, I mean that's literally how the rules work!)

But I never think the Craft as a way to save money. Is more a way to personalize what you have. (but u still have to know the formulas)


YuriP wrote:
But I never think the Craft as a way to save money.

That's great to hear.

Of course, you're not the one I was responding to - I think we can agree lots of players intuitively think Crafting will save you money, and that my summary serves a useful purpose in reconciling people's hopes with what Paizo actually has provided :)


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The intent of the rule is to avoid the problem of excess wealth caused by crafting, and since getting access to crafting is easier in P2 it would have been a bigger problem.

You're not supposed to make money crafting. Period. End of statement. Crafting allows you go have agency over what gear you have, instead of being passive and hoping the shop in town has what you want. It's the same idea behind weapon and armor runes or the elimination of small equipment. It's about needing to subsume your character build to the random equipment drops.


Isnt it actually much harder to craft in this edition due to needing the formula for the item you want?


Kelseus wrote:

The intent of the rule is to avoid the problem of excess wealth caused by crafting, and since getting access to crafting is easier in P2 it would have been a bigger problem.

You're not supposed to make money crafting. Period. End of statement. Crafting allows you go have agency over what gear you have, instead of being passive and hoping the shop in town has what you want. It's the same idea behind weapon and armor runes or the elimination of small equipment. It's about needing to subsume your character build to the random equipment drops.

Talk about ignoring the specific downsides of Crafting in my post.

In fact, you come across as repeating a mantra, ignoring both my points and how the RAW actually works.

Good for you.


Temperans wrote:
Isnt it actually much harder to craft in this edition due to needing the formula for the item you want?

That of course depends on the GM.

One GM could say every formula can be bought over the counter in any shop anywhere, even formulas above both your own level and that of the settlement. Another GM could offer no formulas for sale at all, pointing to the Crafting feat (Inventor I think it's called).

Paizo doesn't say one or the other. The CRB is silent on the issue (except for the starting formula book).


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So crafting is not directly a better option when in a lower settlement, outside the occasional restocking of key items you already had the formula for.

Okay then.


If you aren't satisfied with crafting being the better option when in a lower settlement I have a suggestion for an improvement! :-)

...in other words, if you dislike how RAW crafting is the bigger earning option only at the expense of your party members (since if they can flee the lower-levelled settlement to Earn Income at their level, you no longer gain any money benefit as a Crafter). Not to speak of how "let's stay in the backwater town so my Crafting pays off" makes Crafting a trap option for moneymaking since the party as a whole gains more money in total if everybody can earn at the top of their ability!

...then you just might be interested in the variant I'm offering:

https://paizo.com/threads/rzs42wkj?Any-good-suggestions-to-make-Crafting-mo re#6

It doesn't actually give the Crafter larger cash benefits than the RAW gives (roughly, at least) - it just gives you the money even if your friends also happily Earn Income at the top of their ability! Also, the benefits of crafting aren't nearly as exposed to adventure pacing issues. Also, your GM can stop worrying about formulas.

You the Crafter is happy. Your fellow party members are happy! Even the GM is happy! Everybody's happy!!

Cheers :)


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Zapp wrote:

Talk about ignoring the specific downsides of Crafting in my post.

In fact, you come across as repeating a mantra, ignoring both my points and how the RAW actually works.

Good for you.

I'm not ignoring your downsides, I'm saying that your premise is false. Crafting isn't supposed to make you money. RAW is that it's not about making money. It's converting your money on a 1 to 1 ratio into gear. If it's not designed to make you money then it doesn't matter that it is inefficient at making money. This was specifically designed to reduce or eliminate the problem of a PC using magic item crafting to double their wealth. The amount of downtime you have is of course going to limit your ability to craft, but won't that be a problem in any crafting system?

I didn't attack you, I just disagreed with your comment. I would hope you would extend the same courtesy to me.

Temperans wrote:
Isnt it actually much harder to craft in this edition due to needing the formula for the item you want?

Yes and no. There are rules for reverse engineering a formula from an item. This isn't super helpful for say a shield or sword, but it's great for consumables like academical items or potions. There is also the level 7 Inventor feat that allows you to craft a formula.


Kelseus wrote:


I'm not ignoring your downsides, I'm saying that your premise is false. Crafting isn't supposed to make you money. RAW is that it's not about making money. It's converting your money on a 1 to 1 ratio into gear. If it's not designed to make you money then it doesn't matter that it is inefficient at making money. This was specifically designed to reduce or eliminate the problem of a PC using magic item crafting to double their wealth. The amount of downtime you have is of course going to limit your ability to craft, but won't that be a problem in any crafting system?

I didn't attack you, I just disagreed with your comment. I would hope you would extend the same courtesy to me.

It's a very limited style of argumentation. You're not the first one to refuse to discuss the system in any other way than the most limited: "it is meant to do this and it does it, so nobody gets to complain".

With no analysis or comment on how well it does these things, if they're intuitive or fun. Why does it do these things? Should it do these things? Do you like doing these things? Not discussing it with an open mind is just reductive and uninteresting.

If you really wish to take a bullet for the system please explain why it needs to allow you to save on cost if it isn't supposed to make you money. Please explain why things must take so long; meaning that your crafting becomes vulnerable to adventure specifics.

In short: Please consider alternatives to the given implementation, and argue why the chosen one for RAW was a good one. Feel free to use my suggested variant as contrast. What about my system isn't good, or shouldn't be allowed? What does the RAW do better and why?


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Pathfinder Rulebook Subscriber
Zapp wrote:

It's a very limited style of argumentation. You're not the first one to refuse to discuss the system in any other way than the most limited: "it is meant to do this and it does it, so nobody gets to complain".

With no analysis or comment on how well it does these things, if they're intuitive or fun. Why does it do these things? Should it do these things? Do you like doing these things? Not discussing it with an open mind is just reductive and uninteresting.

If you really wish to take a bullet for the system please explain why it needs to allow you to save on cost if it isn't supposed to make you money. Please explain why things must take so long; meaning that your crafting becomes vulnerable to adventure specifics.

In short: Please consider alternatives to the given implementation, and argue why the chosen one for RAW was a good one. Feel free to use my suggested variant as contrast. What about my system isn't good, or shouldn't be allowed? What does the RAW do better and why?

Disagreeing with the premise of your argument is not “taking a bullet for the system.” Nor is it the responsibility of a poster in this thread to speak to all of your issues with crafting in a thread created by a third party that is about a tool they created.

Since it is your issue with crafting that you feel must be addressed, please demonstrate where the RAW indicates that crafting is designed to be a source of income.


My group had a similar discussion. Granted this is a PFS group so their are more guidelines to work with. Someone brought up using crafting to "earn" more money than earn income. I think they misunderstood how crafting worked. The problems with using crafting to earn income are:

* You first spend 4 days to get get started. Your not earning income during this time.
* On a crit fail you lose money (unlike earn income which just earns 0)
* On a fail earn income still earns a little.
* You have to buy the formula or reverse engineer it. The first costs money, the second costs time (not earning income).
* There is a feat tax for most classes.

Eventually this led to a discussion on the merits of earn income, experienced smuggler, and the Horizon Hunter boon (earn income at your level). For those interested I made a spreadsheet here:

https://docs.google.com/spreadsheets/d/1DsRZK6Qalft6WIEp-hGdBYc6TKJIHlWImkF SVlzcrHU/edit?usp=sharing

It's not pretty but it got my point across. One of the interesting things we learned is that masterwork tools never pay for themselves. Again this is PFS so you cap out at level 11. From levels 1-11 the difference between -2, -1, and 0 level tasks ends up earning about 110 more gold. Great for Horizon hunters but probably not worth the feat for Experienced Smugglers.

In a home brew game downtime has way to many variables so you will have to decide for yourself. You may get years of downtime. In PFS you end up getting 24 days every level, or 50% more if you don't have a school.


Ishyna wrote:

For those interested I made a spreadsheet here:

https://docs.google.com/spreadsheets/d/1DsRZK6Qalft6WIEp-hGdBYc6TKJIHlWImkF SVlzcrHU/edit?usp=sharing

You haven't correctly shared the file.


Zapp wrote:

It's a very limited style of argumentation. You're not the first one to refuse to discuss the system in any other way than the most limited: "it is meant to do this and it does it, so nobody gets to complain".

With no analysis or comment on how well it does these things, if they're intuitive or fun. Why does it do these things? Should it do these things? Do you like doing these things? Not discussing it with an open mind is just reductive and uninteresting.

If you really wish to take a bullet for the system please explain why it needs to allow you to save on cost if it isn't supposed to make you money. Please explain why things must take so long; meaning that your crafting becomes vulnerable to adventure specifics.

In short: Please consider alternatives to the given implementation, and argue why the chosen one for RAW was a good one. Feel free to use my suggested variant as contrast. What about my system isn't good, or shouldn't be allowed? What does the RAW do better and why?

Crafting rules literally say "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)." Crafting is just another way to "earn income." You literally use the same table.

The question of "IF" or "How well" isn't relevant. You made a statement that crafting is inefficient at making money, I responded that it's not supposed to make money, so the inefficiency is the wrong framing. I don't have to explain anything. Mine was a statement as to what the rules say not a value statement about the design choice. If you think crafting isn't fun, that's fine. Maybe your alternate system is really great. However, no matter how awesome you new system is, it does not change the rules in the book.

Your alternate system is also off topic, as the OP is about how the rules work, not how they suck or how they should have been written.

Liberty's Edge

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Zapp, this is a thread devoted to helping people use the rules as written as it relates to the use of a tool to help do the math for people. Your desire to discuss the flaws of the rules isn't at all appropriate here, in fact, they're probably harmful given how this topic exists to talk about, give feedback for, and promote the existence of a tool built using the RAW itself.

This isn't the place to have that conversation, perhaps create a new Homebrew thread for that discussion.


I was going to write a long response post, but I deleted it. Please leave the personal attacks aside and just discuss the topic at hand.


delicious20 wrote:

After seeing Basics4Gamers' video on crafting and reading some interesting discussion about "break even" points with crafting I decided to whip up an interactive crafting calculator:

https://vietthe.dev/pf2e/crafting_calc/

It allows for comparisons between crafting and using Earn Income to just buy the item. Break even point mostly boils down to the difference between character level and task level (as dictated by the character level and settlement level).

The calculator will dynamically change the URL to record the current state of the calculator so you can share your work. For example, here's the side bar crafting example on CRB page 245: https://vietthe.dev/pf2e/crafting_calc/index.html#WzIsNSwyLDEzLDQsNjUwMCwwL GZhbHNlLGZhbHNlLHRydWUsMSwzLHRydWUsInN0cmlraW5nIl0=. In this example the row for day 14 matches the CRB when you add the "Spent" and "Balance" columns.

If there are any mistakes just let me know.

Thanks for sharing this.


Zapp has posted a link to his alternate rules. Can we move the discussion of Zapp's behavior there?


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delicious20 wrote:

After seeing Basics4Gamers' video on crafting and reading some interesting discussion about "break even" points with crafting I decided to whip up an interactive crafting calculator:

https://vietthe.dev/pf2e/crafting_calc/

It allows for comparisons between crafting and using Earn Income to just buy the item. Break even point mostly boils down to the difference between character level and task level (as dictated by the character level and settlement level).

The calculator will dynamically change the URL to record the current state of the calculator so you can share your work. For example, here's the side bar crafting example on CRB page 245: https://vietthe.dev/pf2e/crafting_calc/index.html#WzIsNSwyLDEzLDQsNjUwMCwwL GZhbHNlLGZhbHNlLHRydWUsMSwzLHRydWUsInN0cmlraW5nIl0=. In this example the row for day 14 matches the CRB when you add the "Spent" and "Balance" columns.

If there are any mistakes just let me know.

Delicious20- This is a really cool app you put together, thank you! Even if you're not interested in the "loss" from not earning income, it at least helps you to figure out the benefit of crafting for one more day or just paying off the item.


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Pathfinder Rulebook Subscriber
Kelseus wrote:
Delicious20- This is a really cool app you put together, thank you! Even if you're not interested in the "loss" from not earning income, it at least helps you to figure out the benefit of crafting for one more day or just paying off the item.

Thanks! I wrote it not only to compare against breaking point but also to run downtime crafting for my players. Like you said, it gives them the info they need to make their crafting decisions.


This... seven... nine... twelve step process is why I completely hand wave crafting rules. This page is totally amazing though and definitely makes the rules clearer, especially the end table chart; because I read the crafting rules about 4 times before slamming the book shut and needing to take an aspirin.

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