You know what they say about horseshoe nails. Money in Tommy's pocket won't keep him alive as well as an extra item in the possession of Keldar, and rogues (or whatever he is now) are much more item-dependent than wizards.Er, same as what Tarag has been charging, I guess. I have hazy memories of that being something like 60% of SRD list price? Or was it 70%?
I believe there's no difficulty in cooperative crafting. But if we make CLW wands in house, Tommy - as the provider of the required feat - would have to pay the entire 30 XP cost and at least half the 75 CP cost. Is that worth the saving of 375 gp each time? I'd be fine with charging Keldar more for his 1/3 share of a crafted wand, say 175 gp, since he still comes out ahead. Perhaps then 125 gp for Tarag (who would contribute CP only and is made vastly more effective through removing the burden of healing duties from his shouldersCan someone else contribute the spell for a wand-maker? Could Tommy and Tarag go together and make a wand of CLW cheaper than we could buy it? Not clear to me how all this works in LEW.
If you achieve expected wealth at each level, and spend all of that money to craft your own items, and take most of the usual crafting feats, then you run out of CP at around 14th level. At 14th, you're expected to have a total wealth of 150,000 gp. You can craft items with a street value of 300,000 gp, for 30,000 CP - you have 15,750 from levels and at best another 15,000 from item creation feats, probably less, and an insignificant amount from the job system. If you've spent CP on behalf of other people, you run out sooner.Trouvere's right that CP are the more limited resource by far!
Yes, though the limiting factor in levels 1 to 12 is generally money (particularly for wizard crafters who need to spend money to obtain the spells required to make a desired item). There's an additional limit of available XP at any given level, but that's much harder to get your head around, and XP 'regenerates'.Mind you, I'm convinced that the CP system was introduced to get around the problem of players in the RDI taking vast amounts of (free) time and creating huge stockpiles of items. The expenditure of CP naturally limits that.
I agree that by RAW, CP expenditure only applies to handwaved instacrafting outside adventures. But if CP availability was intended to act as a limiting factor on item acquisition, then it may become a problem if some PCs can take crafting downtime in adventures while others only ever craft between games and find themselves CP-limited with gold remaining. But is that a big enough difference to worry about? I really don't know. We might just end up with a suspicious number of adventures that start with an uneventful sea voyage to offer the opportunity to craft, leading to the subversion of the entire CP system.In game, however, I think the ordinary rules of crafting apply ... along with the ordinary time constraints.
That being the case, I think that, in a situation like this where we are intentionally counting on the passage of time (to let things die down a little), it's entirely appropriate to craft items without the expenditure of CP.
Ahem.[/sblock][At 14th level] you have 15,750 from levels and at best another 15,000 from item creation feats, probably less, and an insignificant amount from the job system.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.