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General Tabletop Discussion
*Pathfinder & Starfinder
alternate Crafting rules (items from the Treasure chapter)
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<blockquote data-quote="CapnZapp" data-source="post: 7891875" data-attributes="member: 12731"><p>What's my design goals for this variant and why not simply use the RAW rule?</p><p></p><p>First off, I wanted to provide a Crafting variant that isn't so heavily dependent on campaign specifics. The core rule makes it so the main benefit of Crafting is access to items in campaigns with no easy or reliable access to Magic Shoppes stocked with a good selection of items at or close to the characters' level.</p><p></p><p>With the standard rule, if the campaign makes it easy to purchase items for gold, there is no great benefit to becoming a Crafter outside a small number of select use cases (such as repairing items in the field).</p><p></p><p>With this rule, however, you know that even if shoppes are available, Crafting remain viable (or a must-have, if you feel every piece of gold counts).</p><p></p><p>Other benefits of this rule:</p><ul> <li data-xf-list-type="ul">getting rid of the detailed administration and day counting. This rule makes each Crafting activity take one week, full stop.</li> <li data-xf-list-type="ul">you don't have to decide exactly what to create until you see the results of your skill check. With players prone to analysis paralysis this benefit is not to be underestimated.</li> <li data-xf-list-type="ul">formulas provide a benefit, without me (the GM) having to intervene actively. The player can purchase them and gain discounts entirely without my supervision. I consider this a sharp upgrade compared to the vague rule of the rulebook.</li> <li data-xf-list-type="ul">I can't imagine playing a Crafter myself using the RAW. The benefits are simply way too miniscule to justify the rather significant administrative burden. This is me placing my mouth where the money is <img class="smilie smilie--emoji" loading="lazy" alt="💍" title="Ring :ring:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f48d.png" data-shortname=":ring:" /></li> </ul><p>Z</p><p></p><p>PS. Let me state outright that I don't consider gold to be a crippling balance issue. In fact, I don't see the fuss. In short, if the player(s) take this variant of Crafting and start making great savings on items, I can always hand out less gold in the future... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7891875, member: 12731"] What's my design goals for this variant and why not simply use the RAW rule? First off, I wanted to provide a Crafting variant that isn't so heavily dependent on campaign specifics. The core rule makes it so the main benefit of Crafting is access to items in campaigns with no easy or reliable access to Magic Shoppes stocked with a good selection of items at or close to the characters' level. With the standard rule, if the campaign makes it easy to purchase items for gold, there is no great benefit to becoming a Crafter outside a small number of select use cases (such as repairing items in the field). With this rule, however, you know that even if shoppes are available, Crafting remain viable (or a must-have, if you feel every piece of gold counts). Other benefits of this rule: [LIST] [*]getting rid of the detailed administration and day counting. This rule makes each Crafting activity take one week, full stop. [*]you don't have to decide exactly what to create until you see the results of your skill check. With players prone to analysis paralysis this benefit is not to be underestimated. [*]formulas provide a benefit, without me (the GM) having to intervene actively. The player can purchase them and gain discounts entirely without my supervision. I consider this a sharp upgrade compared to the vague rule of the rulebook. [*]I can't imagine playing a Crafter myself using the RAW. The benefits are simply way too miniscule to justify the rather significant administrative burden. This is me placing my mouth where the money is 💍 [/LIST] Z PS. Let me state outright that I don't consider gold to be a crippling balance issue. In fact, I don't see the fuss. In short, if the player(s) take this variant of Crafting and start making great savings on items, I can always hand out less gold in the future... ;) [/QUOTE]
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