As far as I’m aware, we both agree that Recall Knowledge is pretty awful in combat.
I think the intent is that crafting is a way to customize your character. You’re not intended to make money off of it. That’s how it can be allowed in PFS for PF2 but not for PF1. Consequently, criticizing a game for not doing what one’d like it to do isn’t really a fair criticism. However, I went looking for the posts on the official forums mentioned in your thread. I think I understand the argument, but let me try to recount it here.
The issue is Craft always uses your level, which makes it more time efficient when you are in a settlement that is lower than your level (assuming you can find tasks of the settlement’s level). This allows you to make money if you spend the same amount of time to Craft and then Earn Income that you would have spent just trying to Earn Income to pay for the remainder of the item.
For example, let’s say you want to Craft a potency rune, and you’re in a level 4 settlement. It costs 80 gp in materials plus another 80 gp to finish the item that you get from somewhere. If you choose to Earn Income prior to crafting and just pay the cost, it will take about 115 days to earn enough money. If you choose to Craft, it will take 77 days after the initial 4 days. In the remaining time (34 days), you can Earn Income and make another ~24 gp. Admittedly, that assumes you never roll a natural 1 and critically fail, which isn’t a good assumption.
While I admit that’s a problem, I think it’s the ability to make money that’s the problem not that figuring out how to do it is, and that’s because I think the intent is character customization rather than income generation. It seems like this would be a good target for errata, but I don’t see what the fix would be. It’s explicit that the task level while you Craft is your level instead of whatever task level you’d get in the current settlement. If you somehow tied it to the settlement’s level, then you’d get into weird situations where it’s better to go crafting in a cave outside of town.
Thank you for not dismissing my criticism out of hand.
Yes, the main critique is how many players that seems to think the activity/skill does things it most definitely does not. That is a sign of a too-complex ruleset if there ever was one.
You yourself is unfortunately a great example that illustrates this.
Read my lips: you can't make any money whatsoever from Crafting.
In your example, you can't just say "plus another 80 gp to finish the item that you get from somewhere".
All Crafting is, is that if you spend enough time for Earn Income to reach half the purchase price of the item, you may buy it at half price even with no Magic Shoppe in sight.
There is literally no savings to be made. You could have earned exactly the same amount, and used that money towards just buying the item.
All crafting amounts to is offering an Earn Income activity of your own level no matter where you are.
This means that if you and your friends are stuck in a backwater hovel (settlement level 3) despite being level 13, you get to effectively make money as if you could find a level 13 Earn Income Task, while your friends are likely stuck with level 3 Earn Income Tasks (give or take; this is not regulated by the CRB).
All you do is earn more money than your party allies.
That is NOT the same thing as "earning more". There is no way in PF2 to actually "earn more", to come out "ahead of the curve".
All Crafting does is ensure that you can avoid taking a hit to your downtime income while stuck in lower-levelled settlements.
The big elephant in the room is:
But why doesn't the party simply travel to a bigger settlement and take their months-long downtime there instead? Nowhere have I seen this question asked.
Crafting only makes you feel you earn money when your friends suffer.
If your friends get access to the same Earn Income level as you do, perhaps by taking a vacation in Absalom, the amount you earn is identical - down to the last copper piece - to what Bob the Barbarian earns.
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Sure, Crafting has the very real benefit of being a magic shoppe even where no actual magic items are sold. That I am not contesting. It can be a real game changer. The ability to do field repairs on shields etc is also real.
But you can't actually make money. And to gain the dubious benefit of making more money than your friends, you need
lots and lots of downtime. I don't mean a week here and ten days there. I mean serious amounts of downtime.
At level 15, you might make 28 gp a day. Let's be wildly generous and round that up to 50 gp. That still means it will take you
sixty-five (65!) days to craft a level-appropriate item. (Half of 6,500 gp is 3250 gp and 3250/50=65)
More than two months. And remember, this example is definitely better than it will be in practical play. That kind of downtime is rare in most APs where you're on a ticking clock to save the world in time...
And if the AP has no intention of restricting magic item purchases, all Crafting does for you is provide Repairs.
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I stand by my assessment: Crafting is a great example of a severely overengineered rules subsystem, and that Pathfinder 2 would be an objectively better game if Crafting were considerably simplified and de-cluttered.