Crafting arrows


Rules Discussion

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How long does it take to craft arrows? This is for a game set on the frontier, so I want to go by rules as written, and not hand wave it. The PC has the craft skill.

Also, how would already having the arrow heads speed it up?


I would probably say that having arrow heads supplies the cost of materials that crafting usually requires, but doesn't affect the speed.

With arrows, you make them in batches (typically 10 arrows which cost 1 sp).

Actually...just look at the rules under the crafting skill. It lays it out pretty clearly without me just regurgitating the whole rule set.

But the idea is by using the craft skill you "generate" value each day or work based on the level of success with your check. You add this to the base amount of value provided by raw materials (50% minimum) and when you reach 100% of the full value crafting is complete. You can also accelerate the crafting by spending additional money.

Unlike PF1, crafting doesn't ever really let you make money on gear in PF2 but it's good if you don't have a store to go purchase things at.


By strict RAW as far as I can find, all crafting begins at 4 days of work, then can be reduced in material costs for each extra day of work. Non-magical ammunition can be crafted in batches as listed in their equipment entry, so 10 at a time for arrows. As a level 0 item, the DC begins at 14. If they have the heads already I would probably apply the easy (-2), very easy (-5), or even incredibly easy (-10) modifier to the task depending on how hard you think it should be to whittle the shafts and affix the heads to them

Since reducing the material cost isn't a practical factor, I would probably allow a critical success on the check to reduce the initial time, since taking four days to make 10 arrows feels a bit punitive to me but that's just my take

One could make an argument that the heads are already the product of 4 days of work, and allow the player to finish them in batches of 10 in one day of work collecting and whittling the remaining raw materials

Sczarni

roguerouge wrote:
How long does it take to craft arrows?

Assuming they succeed at the DC 14 Crafting check, it takes 1 day, since they save at least 2sp/day, and arrows only cost 1sp.

...

That said, I know you don't want to handwave anything, but that is a fairly menial task. Even for Level 1 PCs. Especially so if you're requiring 4 days of prep.

I might suggest instead just bundling this check into a party skill challenge montage.


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Nefreet wrote:
roguerouge wrote:
How long does it take to craft arrows?

Assuming they succeed at the DC 14 Crafting check, it takes 1 day, since they save at least 2sp/day, and arrows only cost 1sp.

It still takes 4 days of work at a minimum.

After 4 days and spending half the initial material cost, you make your first Crafting check. Then you can reduce the cost of the other half of the material cost by spending extra days.

By RAW: 4 days and 1 sp to make a batch of 10 arrows. Depending on your crafting check results you could spend N extra days to change that to 4+N days and 5 cp to make the batch of 10 arrows. But it will never be less than 4 days or less than 5 cp.


Oh, and for extrapolating this to other ammunition, the 10 arrow batch size is because that is what the purchase quantity is. So other types of ammunition may have a different purchase increment (though I can't think of any currently. Maybe specialty ammunition).


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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The RAW I don't think work too well for what you're trying to do -- mundane ammunition just doesn't fit into the crafting system in a good way.

Some ideas that might fit/promote different story telling:

Treat it as pure earn-income working as a fletcher, taking all your income in arrows. == 20 arrows per day at level 1, normal success. Especially if you're saying they already have the arrow heads. (This ends up as 80/4 days compared to 10/4 days with default rules so an 8-fold increase.). (They're also not paying for feathers, glue, string, etc). If you want to cut it down to 10/day that would also still seem reasonable if they have to forage for supplies, care for birds, etc). If the characters are fixtures in the frontier town you're using and running a shop/bartering with other NPCs, etc this might fit well.

Use the Subsist rules (normally for forage for food) to cover gathering wood/feathers in the wild. The crafter will likely alternate days of subsisting and days of crafting. I'd probably set the CS/C/F/CF at: 20 arrows worth of components, 10, 5, 0. I'd probably use the normal craft rules (4 days startup time), but allow alchemical-style batches of up to ~160 arrows. So the character spends downtime (or exploration activity with a penalty) gathering lots of materials, and then concentrated downtime churning out a large stockpile. Might work well in a more survival/gritty style thing -- hard to craft in short time periods, so you have to plan ahead and deal with bulk/storage location.

Or same style Subsist rules, but allow them to craft ~4 arrows (no roll as long as they have all the materials) as part of their "morning preparations" that most classes have. This is the narrative of the ranger fixing/repairing/making a couple of new arrows around the campfire each night(morning).


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Can't you make expendable items in batches of 4?

That would make it 40 arrows, not 10. That strikes me as much more reasonable.


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Ravingdork wrote:

Can't you make expendable items in batches of 4?

That would make it 40 arrows, not 10. That strikes me as much more reasonable.

It is a reasonable houserule. But RAW, ammunition doesn't have the consumable trait, and it is the consumable trait that lets you craft things in multiples of 4.

Horizon Hunters

Let them take the Scrounger archetype.

Sczarni

breithauptclan wrote:
Nefreet wrote:
roguerouge wrote:
How long does it take to craft arrows?
Assuming they succeed at the DC 14 Crafting check, it takes 1 day, since they save at least 2sp/day, and arrows only cost 1sp.
It still takes 4 days of work at a minimum.

No, it's just 1 day of Crafting.

But before you reply and say that your post includes 4 days of prep, and that I cut that part out in quoting you, reread my post that you quoted ;-)


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The easiest way to handle level 0 crafting items is by allowing people to use earn an income craft at a level capped by either the environment or town.

This is a RAW way to be able to gain access to gold that would let you buy said items with crafting, so I feel that it is the most appropriate way to handle this niche issue.

Crafting otherwise is balanced more around high cost high complexity crafting in PF2e like magical items.


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Nefreet wrote:
breithauptclan wrote:
Nefreet wrote:
roguerouge wrote:
How long does it take to craft arrows?
Assuming they succeed at the DC 14 Crafting check, it takes 1 day, since they save at least 2sp/day, and arrows only cost 1sp.
It still takes 4 days of work at a minimum.

No, it's just 1 day of Crafting.

But before you reply and say that your post includes 4 days of prep, and that I cut that part out in quoting you, reread my post that you quoted ;-)

I don't understand. Are you are being deliberately confusing by using subtle changes in wording?

Crafting wrote:

You must spend 4 days at work, at which point 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, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials.

So yeah, I guess. Sure - call the first 4 days 'prep' instead of 'crafting'. It is still going to take a minimum of 4 days of downtime before you get any of the arrows. At least if you are wanting to run the crafting process by RAW, like the OP stated was the intent. I don't see any caveats for crafting level 0 items that is going to shorten the minimum amount of time taken.


breithauptclan wrote:
Nefreet wrote:
breithauptclan wrote:
Nefreet wrote:
roguerouge wrote:
How long does it take to craft arrows?
Assuming they succeed at the DC 14 Crafting check, it takes 1 day, since they save at least 2sp/day, and arrows only cost 1sp.
It still takes 4 days of work at a minimum.

No, it's just 1 day of Crafting.

But before you reply and say that your post includes 4 days of prep, and that I cut that part out in quoting you, reread my post that you quoted ;-)

I don't understand. Are you are being deliberately confusing by using subtle changes in wording?

Crafting wrote:

You must spend 4 days at work, at which point 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, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials.

So yeah, I guess. Sure - call the first 4 days 'prep' instead of 'crafting'. It is still going to take a minimum of 4 days of downtime before you get any of the arrows. At least if you are wanting to run the crafting process by RAW, like the OP stated was the intent. I don't see any caveats for crafting level 0 items that is going to shorten the minimum amount of time taken.

Small question about these quoted rules to make sure I'm reading them right, does this mean that you roll against a DC set by the item's level, but gain gold per day toward the item at your level and proficiency result?

It was my understanding that if you wanted to craft an item faster then you had to craft it at a DC equal to your level, even if the item itself was of a lower level.


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That's at least what it says. The crafting DC is set by the item level of the item being crafted. The row of the table to use to reduce the cost is determined by your character level.

Though I would expect plenty of houserules to be involved at any given table. I wouldn't run crafting of low level items using the RAW crafting rules. I agree with The Gleeful Grognard - the crafting rules are targeted for crafting items at approximately your character level.

For crafting lower level items I would probably use Crafting goods for market and then buy the items from yourself.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
breithauptclan wrote:
For crafting lower level items I would probably use Crafting goods for market and then buy the items from yourself.

*snicker-snort* X'D

Crafting Goods for the Market wrote:
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.

It sure reads like you're dealing with OTHER clients.


Ravingdork wrote:
breithauptclan wrote:
For crafting lower level items I would probably use Crafting goods for market and then buy the items from yourself.

*snicker-snort* X'D

Crafting Goods for the Market wrote:
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.
It sure reads like you're dealing with OTHER clients.

What else are other party members for? :P

Sczarni

breithauptclan wrote:
I don't understand. Are you are being deliberately confusing by using subtle changes in wording?

No, you're the one who cut off my quote, which included "requiring 4 days of prep".

There was zero reason for your "corrective" post, because I'd already acknowledged that the 4 days exists.

(and that time is specifically not spent Crafting, so it truly is only 1 Day)

Furthermore, the post immediately preceding mine mentioned "One could make an argument that the heads are already the product of 4 days of work", hence me adding my "handwave" statement to that effect.


Nefreet wrote:
There was zero reason for your "corrective" post, because I'd already acknowledged that the 4 days exists.

Well, I was confused by it. I still am when I go read it again. The first sentence sounds like you are saying that the entire process to create 10 arrows should only take 1 day of downtime because of the low cost of the items. And it looks like that was the complete answer to the quoted question because of the extra line breaks.

Looking at all of the sentences, it sounds like you are saying that there is a 4 day period of 'prep' (no crafting) and then at least one additional day of crafting required, bringing the minimum number of days up to 5.

Neither of those match up to the crafting rules of
* spend half the cost
* spend 4 days
* make a crafting check
* spend the other half of the cost
and get the items at full listed price with 4 days of downtime.

I am sorry if I offended you though. I'm just trying to be clear and accurate.

Sczarni

4 Days prep + 1 Day Crafting = 5 Days total Downtime required

If the party were somewhere they could spend the remaining 5cp, like in a city or village, then 4 Days prep is all the Downtime they would need. But since they're in the "frontier", they'll presumably have to reduce the remaining half cost to zero, which will take them that 5th Day of Downtime.

All told, I think most people here agree that's a bit unreasonable, and recommend different solutions, but those are the Crafting rules as requested.


Nefreet wrote:

4 Days prep + 1 Day Crafting = 5 Days total Downtime required

If the party were somewhere they could spend the remaining 5cp, like in a city or village, then 4 Days prep is all the Downtime they would need. But since they're in the "frontier", they'll presumably have to reduce the remaining half cost to zero, which will take them that 5th Day of Downtime.

All told, I think most people here agree that's a bit unreasonable, and recommend different solutions, but those are the Crafting rules as requested.

5 days you say?

Crafting wrote:
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

The only time that a crafting activity takes more than 4 days of work is when you elect to spend an additional day crafting to reduce the cost of the item.

I don't know where you are getting anything about preparation time or anything like that.

Edit: Okay, after waking up a bit and rereading this thread a bit, I think I see where you are coming from. You are saying that a crafter would have to reduce the cost to 0.

But they don't need to do that. In fact they cannot do so. They already have to commit half of the items cost in resources to craft that item. At the end of the 4 day period they just pay the remainder unless they decide to spend that extra day to not spend the other half of "resources" the item costs.

You can never reduce the cost of a crafted item to 0.

So yeah, even for bushland crafting, you would have to pony up 5cp worth of materials just to start crafting said arrows, then spend the remaining 5cp at the end. Which is such a negligible cost that it wouldn't be worth the time to declare that you are spending an extra day to reduce it.

So the answer is 4 days unless you really need to save wood and feathers I guess.

Horizon Hunters

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Again, I am bringing up Scrounger dedication. It lets you make 10 arrows in 10 minutes. Sure, they last 1d4 hours, but it's the best way to explain how the PC makes functional arrows out of twigs and leaves. They could also make armor out of random stuff they find in the forest. It is the ultimate Survival Crafting dedication.

Sczarni

beowulf99 wrote:
5 days you say?

Indeed.

There is nowhere for the party to spend 5cp on materials to immediately finish the arrows after the initial 4 Days, so another Day (Day #5) is required to reduce the remaining cost down to zero.

They have arrowheads. That is presumably the materials covering the initial cost of 5cp. But they don't have shafts or fletchings to cover the remaining 5cp.

So the only* way to finish this Crafting project is to spend a total of 5 Days.

*again, unless you're using some other system, homebrew, or handwaving


Nefreet wrote:
beowulf99 wrote:
5 days you say?

Indeed.

There is nowhere for the party to spend 5cp on materials to immediately finish the arrows after the initial 4 Days, so another Day (Day #5) is required to reduce the remaining cost down to zero.

They have arrowheads. That is presumably the materials covering the initial cost of 5cp. But they don't have shafts or fletchings to cover the remaining 5cp.

So the only* way to finish this Crafting project is to spend a total of 5 Days.

*again, unless you're using some other system, homebrew, or handwaving

You spend the remaining price in materials, not on materials, to finish the product. If you already have the materials, you don't have to buy them and can finish it on the 4th day immediately after the crafting check even if you don't have access to a fletching store


Nefreet wrote:
beowulf99 wrote:
5 days you say?

Indeed.

There is nowhere for the party to spend 5cp on materials to immediately finish the arrows after the initial 4 Days, so another Day (Day #5) is required to reduce the remaining cost down to zero.

They have arrowheads. That is presumably the materials covering the initial cost of 5cp. But they don't have shafts or fletchings to cover the remaining 5cp.

So the only* way to finish this Crafting project is to spend a total of 5 Days.

*again, unless you're using some other system, homebrew, or handwaving

You are assuming that the party didn't bring supplies with them. Or have any method of buying said supplies, like say tiny communities/the denizens of whatever remote area they are travelling through, or a camp quartermaster if they are tagging along with another group.

Materials counted in GP value is a pretty standard reward in AP's and a welcome part of a gamemaster's toolkit. The simplest solution is to make sure that the character knows ahead of time they are going out into the boondocks, and letting them invest their money into "crafting supplies" at a 1 to 1 ratio.

Or letting them go out and forage for them using the Earn Income activity.

Sczarni

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I am not discounting all of those options as normal possibilities. But, given the scenario the original poster laid out for us, none of them are presumably available.

The question was basically, "Here's X and Y, how do I get to Z?'

Sczarni

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Baarogue wrote:
Nefreet wrote:
beowulf99 wrote:
5 days you say?

Indeed.

There is nowhere for the party to spend 5cp on materials to immediately finish the arrows after the initial 4 Days, so another Day (Day #5) is required to reduce the remaining cost down to zero.

They have arrowheads. That is presumably the materials covering the initial cost of 5cp. But they don't have shafts or fletchings to cover the remaining 5cp.

So the only* way to finish this Crafting project is to spend a total of 5 Days.

*again, unless you're using some other system, homebrew, or handwaving

You spend the remaining price in materials, not on materials, to finish the product. If you already have the materials, you don't have to buy them and can finish it on the 4th day immediately after the crafting check even if you don't have access to a fletching store

If you're advocating spinning copper into straw, there is a popular fairy tale I'd like to refer you to.


Nefreet wrote:
Baarogue wrote:
Nefreet wrote:
beowulf99 wrote:
5 days you say?

Indeed.

There is nowhere for the party to spend 5cp on materials to immediately finish the arrows after the initial 4 Days, so another Day (Day #5) is required to reduce the remaining cost down to zero.

They have arrowheads. That is presumably the materials covering the initial cost of 5cp. But they don't have shafts or fletchings to cover the remaining 5cp.

So the only* way to finish this Crafting project is to spend a total of 5 Days.

*again, unless you're using some other system, homebrew, or handwaving

You spend the remaining price in materials, not on materials, to finish the product. If you already have the materials, you don't have to buy them and can finish it on the 4th day immediately after the crafting check even if you don't have access to a fletching store
If you're advocating spinning copper into straw, there is a popular fairy tale I'd like to refer you to.

I'll never claim I'm puppies and rainbows on these boards, but at least I argue in good faith. You're just being sarcastic and intentionally obtuse at this point. There is such a thing as buying or collecting all of the needed materials ahead of time.

Sczarni

Not being sarcastic. Not being obtuse. And not disagreeing with these alternative options.

(I have been stating from the beginning that 5 days for arrows is "menial" and "unreasonable" and advocate for an alternative solution)

But the situation we're given is "Arrowheads" and "Frontier", and the question is "How Long?".

With those variables, the answer to the question is "5 Days of Downtime".


Still, RAW you can't reduce paying the initial half price in materials up front. That has to be paid as part of the first 4 days of crafting (or 'prep' if you want to call it that).

You can only reduce the second half of the cost through additional days of crafting.

So 4 days to get the 10 arrows for 1 sp, or 5 days to get the 10 arrows for 5 cp. There is no way (other than Srounger or similar) to craft arrows for 0 material cost. The standard crafting rules don't have that as an option.

Now that doesn't mean that you have to actually buy the material cost from a merchant establishment (that wouldn't exist in a frontier setting). They just have to have the materials. Getting the materials could be done through some variety of Subsist, Lore (earn income), or Craft Items for Market.

Sczarni

breithauptclan wrote:
Still, RAW you can't reduce paying the initial half price in materials up front.

I don't think anyone here has advocated that.

The arrowheads are, presumably, the up front materials for this purpose.

Then, the remaining cost "in materials" are the fletchings and shafts, which are Crafted on Day 5.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Nefreet wrote:
breithauptclan wrote:
Still, RAW you can't reduce paying the initial half price in materials up front.

I don't think anyone here has advocated that.

The arrowheads are, presumably, the up front materials for this purpose.

Then, the remaining cost "in materials" are the fletchings and shafts, which are Crafted on Day 5.

I think the point here is that in this scenario if staying RAW, you have to concede that the players have access/supply of 'materials' which you concede and attribute to arrowheads. Again, requiring there being a 'stock' of materials, there is nothing saying the players can't have more than 5cp of materials. So if they can have 1sp of materials, representing scrounged arrowheads and potential sticks and feathers for fletching, they can spend the full amount in materials and get a set of arrows in 4 days, all by RAW.

How do you get the materials in a wilderness? I'd say the easiest way would be to make an income role using an appropriate lore or other skill that would be reasonable to gather relevant items, and then the GM rules that instead of getting income in gold, you earn that given value in materials(potentially earmarked type of materials). While potentially stretching into homebrew range it is still you making an income role and getting a given assigned VALUE out of it. So I actually would say it is sticking with RAW with a touch of flavoring, rather than actually using different 'rules'.

With that in mind, an easier way of solving something as basic as getting a supply of arrows would be to allow them to make an income roll, and allow them to create the number of basic everyday arrows their income produced.

Historically, if looking for other ways of making crafting 0-level items more reasonable, you can look back to the playtest rules where the initial 4 day timetable for the first 50% of crafting progress got reduced by 1 day less for each level of the item under your crafting level. (minimum 1 day I seem to recall)

So leveraging a rule that is no longer a rule, a 3rd level crafter could potentially craft a 0-level item making first 50% progress take only 1 day, and open the ability to pay 100% material costs and finish it in the 1 day. It honestly might not be a horrible idea to make 0-level items take the 1 day instead of the 4 days, especially anything like 0-level ammunition/consumables.

So if your goal is to make the game a game of available resources, and crafting and such, that means that you are working with your players to give them 'raw materials' as forms of treasure they can earn so they can craft the things they need.

You can let them recover broken items to convert their value into raw materials so you can recraft them into the items that you need. Again, if your game is delving into constrained resource management, you simply need to make sure you use the rules that are available to get the flavor you are looking for and make sure you include the details of these things in the treasure you hand out, and of course, ideally make sure the players know that will be a component of the game you will be playing, so they aren't blindsided potentially causing their characters to not be able to compete in such an environment.


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Nefreet wrote:


With those variables, the answer to the question is "5 Days of Downtime".

Well, or four if you don't care about reducing the price.

Sczarni

Why do people keep cutting out the parts that give context to a quote?

I wrote:

But the situation we're given is "Arrowheads" and "Frontier", and the question is "How Long?".

With those variables, the answer to the question is "5 Days of Downtime".

So, no, the answer is not 4.


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Unless you don't care about the gold cost, in which case four is fine. You just have to pay a bit at the end.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Nefreet wrote:
breithauptclan wrote:
Still, RAW you can't reduce paying the initial half price in materials up front.
I don't think anyone here has advocated that.

Fine. I will. You'd be hard pressed to convince me that the developers intended for you to not be able to do something like that.

What, exactly, makes you think that you must buy the materials only during the crafting period?

Sczarni

I mean it's been quoted multiple times already.

Either purchase the materials, or provide the materials. In this specific example, you're (again, presumably) using pre-supplied arrowheads to cover the initial 5cp worth of materials. If you weren't in "the frontier", and instead, say, in some village, you could buy those arrowheads instead.

Unless there's some nuance to your question that I'm not understanding. But this horse is pretty much dead at this point. I'm pretty sure everyone understands how this works.


Nefreet wrote:

Why do people keep cutting out the parts that give context to a quote?

I wrote:

But the situation we're given is "Arrowheads" and "Frontier", and the question is "How Long?".

With those variables, the answer to the question is "5 Days of Downtime".

So, no, the answer is not 4.

Trying to be helpful here and analyzing where and why the communication breakdown happens.

Because you aren't explaining how or why the additional lines are relevant.

In this first quote:

Nefreet wrote:
roguerouge wrote:
How long does it take to craft arrows?

Assuming they succeed at the DC 14 Crafting check, it takes 1 day, since they save at least 2sp/day, and arrows only cost 1sp.

...

That said, I know you don't want to handwave anything, but that is a fairly menial task. Even for Level 1 PCs. Especially so if you're requiring 4 days of prep.

I might suggest instead just bundling this check into a party skill challenge montage.

You didn't acknowledge that the 4 days of prep work are required RAW or that the cost never gets reduced to less than half the listed price.

So it absolutely does sound like you are advocating that the players spend 1 day of downtime and they get the arrows for zero cost. Especially to someone new to the PF2 rules who is confused by the wording of the crafting rules and example in the book.

In the second quote:

Nefreet wrote:

Not being sarcastic. Not being obtuse. And not disagreeing with these alternative options.

(I have been stating from the beginning that 5 days for arrows is "menial" and "unreasonable" and advocate for an alternative solution)

But the situation we're given is "Arrowheads" and "Frontier", and the question is "How Long?".

With those variables, the answer to the question is "5 Days of Downtime".

You didn't actually mention that you are counting the arrowheads that the player already has as the material cost and that they will be used up in the process. So it sounds like you are advocating that the final cost will be zero simply by spending 5 days of downtime, but not consuming any resources. So they could continue crafting 10 arrows every 5 days indefinitely and never running out of those arrowheads.

And there is no mention of only spending 4 days if you provide the full listed price of materials. So it sounds like you are advocating that the only way to craft the arrows is with 5 days of downtime.

So the reason that people keep posting corrective posts is because what you write is coming across as incomplete at best, and sometimes incorrect.

And the reason that we are only quoting parts of your posts is because we don't understand how the rest of the post relates to the parts that we do quote.


Ravingdork wrote:
Nefreet wrote:
breithauptclan wrote:
Still, RAW you can't reduce paying the initial half price in materials up front.
I don't think anyone here has advocated that.

Fine. I will. You'd be hard pressed to convince me that the developers intended for you to not be able to do something like that.

What, exactly, makes you think that you must buy the materials only during the crafting period?

The rules say that you have to pay the materials cost during the crafting process. Half the listed price at the beginning of the crafting process, and any remaining cost at the end that hasn't been reduced through additional crafting days.

If you don't have the materials already, but there is a market nearby that has the materials that you need, then you can take a trivial and untracked amount of time to go to the market and buy the materials.

But I am not saying that the materials must be bought. If you already have the materials on hand - either because you purchased them previously, or you scavenged/created/found the materials through some method - then you can instead consume the materials that you already have to pay the crafting costs.

Sczarni

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breithauptclan wrote:
Trying to be helpful here and analyzing where and why the communication breakdown happens.

I am at a loss as to how else I can explain myself. I've tried repeating myself, and coming at it from different angles, and adding context when people misquote and/or skip over posts.

In my experience, this tends to happen as threads get longer and nobody wants to go back and read everything start-to-finish. Heck it happens to me sometimes, too. I've certainly been guilty of "skim and post" before.

Also keep in mind that a Forum thread is a conversation. I'm not making posts in a vacuum. My first post was another voice after others had already made points that didn't need to be repeated. I was, and am, continuing a conversation.

I think what's tripped up several posters here is working within the framework we're given. You can't answer this question with general rules, because the general rules assume more resources than this scenario offers.

How would crafting arrows in a city be handled? You spend 4 days, pay someone 5cp, succeed at a Crafting check, and then either a) pay someone another 5cp and finish your project, or b) spend 1 additional Day of Downtime Crafting to reduce the remaining 5cp to zero.

That answer doesn't work in this scenario, because a) there's nobody to pay any money to, and b) we have "arrowheads" of an undisclosed monetary value. Any answer is going to require some assumptions until more information becomes available.

Might there be someone in this "frontier" to purchase more materials from? Maybe. How much are the "arrowheads" valued at? Could be enough for one batch, could be more. What happens if you critically fail? Could you start over again with what you have?

If we had more answers to those questions, the end result of 0, 1, 4 or 5 Days would be easier to arrive at. Without any more information, I stand by my 5 Days answer. If more information surfaces, that answer would likely change.

And if it were my homegame, the answer would definitely NOT be 5.

Sczarni

Also, my stubbornness in making sure this is answered correctly comes from my regular use of the Crafting rules.

I GM Society games at least once or twice a week (more during Convention weekends) and I play almost as often. I teach and correct players on these rules all the time. And I have several characters who themselves Craft during their Downtime.

It's a nice system when you get to know it, but it's an easy system to get wrong when you don't.


It's this part you're stuck on that we're trying to explain to you

>a) pay someone another 5cp and finish your project

If you ALREADY have the materials you don't need to pay anyone anything to finish the project and can complete it on the 4th day after the crafting check. Since they already have the arrowheads, those remaining materials can probably safely be assumed to be just sticks and feathers, which we can also probably assume are in ready supply on the frontier but who knows I guess? That's up to the GM. IF they're not in a burning hellscape or moon-like barren wasteland, or any other terrain with no plants or birds in sight, those materials can be gathered ahead of time or by another party member while the crafter is doing the 4 days of initial work


Nefreet wrote:
breithauptclan wrote:
Trying to be helpful here and analyzing where and why the communication breakdown happens.
I am at a loss as to how else I can explain myself. I've tried repeating myself, and coming at it from different angles, and adding context when people misquote and/or skip over posts.

One thing that I find helpful when this happens is to switch to a concrete example rather than trying to give abstract rules answers.

So we do have to fill in some details since the OP doesn't have everything specified out fully.

assumptions:
* player has Trained in crafting and succeeds at the crafting check. This reduces the cost by 2sp per extra day.
* player also has a pile of arrowheads worth 3sp.
* there are no markets in the area - the players are out in the wilderness or the settlement that they are in doesn't have anyone besides themselves.
* (needed for option #2) they have some other raw materials as well, such as 1sp of straight sticks and 15cp of feathers.

RAW crafting:
1) They can spend 5cp of their arrowheads and 4 days of crafting, make their crafting check, then spend an additional day of crafting to reduce the entire remaining cost to zero and get their arrows after 5 days total.

2) They can spend 5cp of some combination of their materials and 4 days of crafting, make their crafting check, then spend an another 5cp of their materials and get the arrows after 4 days total.

Possible RAW-ish houserules:
I would allow things like Subsist or Craft Goods for Market in order to generate the raw materials needed for the crafting. So someone could use Subsist to gather feathers instead of food, or Crafting to make straight sticks.

So, what would you change to these examples? Would you run it differently, and if so, what would be different?

Sczarni

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breithauptclan wrote:
So, what would you change to these examples? Would you run it differently, and if so, what would be different?

Both of those examples are perfectly fine.

If those monetary variables were included in the initial post, I likely would have used the exact same examples.

Heh. Ninja'd myself =P. Really hope these Forum glitches get fixed soon.

Sczarni

Baarogue wrote:

It's this part you're stuck on that we're trying to explain to you

>a) pay someone another 5cp and finish your project

If you ALREADY have the materials you don't need to pay anyone anything to finish the project and can complete it on the 4th day after the crafting check.

I'm not "stuck" on that. I agree with you. And I've been saying that. Repeatedly.

Baarogue wrote:
Since they already have the arrowheads, those remaining materials can probably safely be assumed to be just sticks and feathers

I agree, and that's what takes the extra Day to bring the remaining cost down to zero.

Baarogue wrote:
which we can also probably assume are in ready supply on the frontier but who knows I guess? That's up to the GM.

I have been operating under those same assumptions.

Baarogue wrote:
IF they're not in a burning hellscape or moon-like barren wasteland, or any other terrain with no plants or birds in sight, those materials can be gathered ahead of time or by another party member while the crafter is doing the 4 days of initial work

This is where breithauptclan, and I, would disagree with you, because there is a required monetary value to the initial up front cost. You can't Craft something entirely for free.

If someone is already using those arrowheads as the assumed 5cp of up-front costs, someone else can't "gather sticks" for free to make their own set of arrows.

Sczarni

breithauptclan wrote:

Possible RAW-ish houserules:

I would allow things like Subsist or Craft Goods for Market in order to generate the raw materials needed for the crafting. So someone could use Subsist to gather feathers instead of food, or Crafting to make straight sticks.

Houserules I allow:

• Lores related to goods, such as Cooking Lore and Poison Lore, can be used in place of Crafting, and at DC –2.
• When fighting a creature that wouldn't ordinarily have treasure, I instead give the PCs materials such as Hide, Glands, etc that they may either sell for a monetary value, or for use in place of purchasing materials for Crafting.


For crafting things of low level I don't even like to use the crafting rules. Use the Earn Income rules instead.

Again, concrete example for those reading along.

Arrows are level 0, so Crafting DC 14 and cost 1sp.
Level 3 character, Expert in Crafting, +11 bonus. (INT-based class, going for Magical Crafting at level 4)
successful crafting check reduces the cost by 5sp per day
failed crafting check reduces the cost by 8cp per day

So my boundary condition is if one day of work with a successful crafting check would meet or exceed the total cost of the item, then don't use the full crafting rules. This certainly meets that case.

If the raw materials are not readily available, they would still need to provide that in some manner. Paying half the list price for the items being created. If the materials are readily available (raw flint, sticks, feathers), then no material cost is needed.

In either case, the items are created using list price and the earn income table based on character level. The material cost is just to limit how many the players can ultimately create.

So 2sp of arrowheads would eventually make 40 arrows (5cp for a batch of 10). If they instead have ready supply of raw materials, they could make as many batches of arrows as they roll for.

On a successful check, the character would make up to 5 batches of arrows in one day (5sp gained in income). On a failed check, it would take 2 days to make one batch (8cp gained each day) and they could still make 4 batches in 5 days.

And in this case I would allow multiple characters to split up the work - having one doing stick gathering, another doing feather gathering, a third doing flint knapping, and a fourth doing the crafting all on the same day. Sure the actual logistics may be off by an hour or two. It would take a bit of time to go find a few feathers, sticks, and craft some arrowheads. But if they are regularly bringing what they have to the crafter throughout the day, it isn't worth being picky about.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
breithauptclan wrote:
But I am not saying that the materials must be bought. If you already have the materials on hand - either because you purchased them previously, or you scavenged/created/found the materials through some method - then you can instead consume the materials that you already have to pay the crafting costs.

Got it. It read to me as though you were saying a character couldn't obtain the raw materials (by whatever method), sit on them for a month, then craft something out of them.

I am arguing that you do not need to obtain the resources within that crafting window; that you can obtain materials in advance.

(Or, if it helps to keep within the letter of the rules, you simply extend your crafting over a LONG period of time--absolutely nothing says it needs to be done all at once. :P )


Ravingdork wrote:
I am arguing that you do not need to obtain the resources within that crafting window; that you can obtain materials in advance.

Yeah, most materials will store for long periods of time just fine. Maybe not food for cooking...

In fact, most of the time you will want to gather the materials in advance before you start crafting. Because you normally can't do multiple downtime activities at the same time, so you couldn't be gathering more materials while also crafting things out of the materials that you don't have and need to gather.


OP here with some clarifications that have been requested.

The arrowheads in the AP I'm running that's been converted to 2e did not have a value for the 40 arrowheads the PCs find in the AP volume or the conversion document.

The frontier community that they are operating out of

Spoiler:
Talmandor's Bounty from Ruins of Azlant
does not have a fletcher among the NPCs; they do have a smithy and will have a smith shortly.

At this point in the adventure path, they do not have access to any other community for trade or purchasing items.

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