Skrayper |
Do any GMs have a rule of thumb regarding how much of an impact these feats have regarding character wealth by level and/or scaling?
Case in point:
Two feats feel like they'd have the most impact:
Craft Magic Arms and Armor
Craft Wondrous Items
Depending on the party makeup, the first one may play little to no part, but the second one is always in play.
Some feats are for charged or single use items:
Brew Potion
Scribe Scroll
Craft Wand
Then there are the less commonly used feats (either due to limited number of available slots, or the number of classes that will be using them that much):
Forge Ring
Craft Rod
Craft Staff
(Not going to go too deep into the other crafting feats)
So, the questions are:
1. Do you reduce the treasure by X% to keep the PCs from getting too powerful?
2. Do you increase the power of the monsters by X% or X CR?
3. Do you let the players just use the feats, accepting that the used feats slots and downtime are the price already paid for the ability?
4. A different solution
I know what the book says, but was curious how many go by that mechanic or something else?
TxSam88 |
we've never played that hard and fast with wealth by level, so whatever is fun is the thing to do. Most Adventures (and the AP's especially) do not offer enough to downtime to make Crafting magic items possible, so while we have allowed the use in some campaigns, in most it's not an issue.
Also remember that for people to have funds for crafting, they will be selling other items, items sell for 50%, and crafting cost is 50%, so any gain is really a wash.