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*Pathfinder & Starfinder
alternate Crafting rules (items from the Treasure chapter)
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<blockquote data-quote="CapnZapp" data-source="post: 7892917" data-attributes="member: 12731"><p>Well, my impetus wasn't over concern about that.</p><p></p><p>I mostly just looked over the Crafting rules... then read more closely, and once again... and I still couldn't figure out what the benefits were.</p><p></p><p>I had to ask (over at Paizo forums) to understand.</p><p></p><p>The RAW rules are incredibly cluttery and byzantine in that the benefit depends on so many factors outside the player's control, and if I (the GM) run an official campaign, even partially outside my control as well!</p><p></p><p>There's just so many questions: will we always have a settlement of our level available? how much downtime will there be? what sort of formulas will I find? how much of the loot will be in cash (either in gold or in vendor loot)?</p><p><em>(Your ability to make money out of crafting depends greatly on the settlement where your party spends its downtime. The lower the settlement vs your own level the better - for you (it sucks for your mates). The longer the downtime the better - for you (it sucks for your mates). You need formulas of your own level, and you obviously need a lot of free cash, so you can take advantage of all that downtime) In short, the system sucks, since it basically rewards you relative to your mates, not in absolute terms.</em></p><p></p><p>As a player, what I want out of any Crafting rule is a simple straight answer to the question <strong>"what kind of discount can I expect if I become a crafter?"</strong> You just can't gain that information from the rulebook, you just can't.</p><p></p><p>That is my impetus for creating a simpler faster and much more straight-forward framework.</p><p></p><p>Not only is my proposal much easier to use for both player and GM, it also gives a decent overview of what the player can expect. <strong>You get a 20% discount, pure and simple.</strong> And this is much less dependent on campaign specifics (but still not entirely divorced from them, of course). If nothing else, it's <strong>an absolute benefit</strong>, not relative to the rest of the party, so it doesn't require you to be holed up in some starter town for three months where your friends are forced to work in the ragged militia for peanuts even though you're all level 12! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p>It was when CaptainMorgan over at Paizo made it clear to me that while on the face of it, you gain no substantial savings from the core rule, <em>in practice you do</em>. Just in a way that's almost entirely unpredictable and opaque! So it's not that "my" 20% discount is substantially better than the core rule. It's about the same, or at least can be. Believe it or not, but I'm not in it to give my players free loot or make Crafting a "skill tax" that every minmaxer "must" take. (Not unless you believe the RAW Craft skill is a "must have") The benefits were there already in the core game, just so deeply hidden that I find it impossible to unearth them without assistance (and I consider myself a veteran when it comes to evaluating rules!)</p><p></p><p>My rule is just infinitely simpler and more open and just plain better if I may say so myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7892917, member: 12731"] Well, my impetus wasn't over concern about that. I mostly just looked over the Crafting rules... then read more closely, and once again... and I still couldn't figure out what the benefits were. I had to ask (over at Paizo forums) to understand. The RAW rules are incredibly cluttery and byzantine in that the benefit depends on so many factors outside the player's control, and if I (the GM) run an official campaign, even partially outside my control as well! There's just so many questions: will we always have a settlement of our level available? how much downtime will there be? what sort of formulas will I find? how much of the loot will be in cash (either in gold or in vendor loot)? [I](Your ability to make money out of crafting depends greatly on the settlement where your party spends its downtime. The lower the settlement vs your own level the better - for you (it sucks for your mates). The longer the downtime the better - for you (it sucks for your mates). You need formulas of your own level, and you obviously need a lot of free cash, so you can take advantage of all that downtime) In short, the system sucks, since it basically rewards you relative to your mates, not in absolute terms.[/I] As a player, what I want out of any Crafting rule is a simple straight answer to the question [B]"what kind of discount can I expect if I become a crafter?"[/B] You just can't gain that information from the rulebook, you just can't. That is my impetus for creating a simpler faster and much more straight-forward framework. Not only is my proposal much easier to use for both player and GM, it also gives a decent overview of what the player can expect. [B]You get a 20% discount, pure and simple.[/B] And this is much less dependent on campaign specifics (but still not entirely divorced from them, of course). If nothing else, it's [B]an absolute benefit[/B], not relative to the rest of the party, so it doesn't require you to be holed up in some starter town for three months where your friends are forced to work in the ragged militia for peanuts even though you're all level 12! :rolleyes: It was when CaptainMorgan over at Paizo made it clear to me that while on the face of it, you gain no substantial savings from the core rule, [I]in practice you do[/I]. Just in a way that's almost entirely unpredictable and opaque! So it's not that "my" 20% discount is substantially better than the core rule. It's about the same, or at least can be. Believe it or not, but I'm not in it to give my players free loot or make Crafting a "skill tax" that every minmaxer "must" take. (Not unless you believe the RAW Craft skill is a "must have") The benefits were there already in the core game, just so deeply hidden that I find it impossible to unearth them without assistance (and I consider myself a veteran when it comes to evaluating rules!) My rule is just infinitely simpler and more open and just plain better if I may say so myself :) [/QUOTE]
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