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D&D 3E/3.5 Crafting and Balance? (3.5)

A bit of a sidestep, but:
My Artificer tried selling crafted Items to the party at 60%, and even 50% listed price (earning anyway by having reduced crafting costs).

Most of he party simply refused to pay more than it cost me.

The reasoning of the Druid (main healer in the party at that point) was:
If you are going to earn money from your contribution to the party (crafting), I am going to charge you for healing.

Although I didn't completely agree with him, the argument is valid: why would you get paid for one class ability, and not for another?

Given the group intends on working together for a lengthly period of time (rather than a one-shot), then I would agree the Crafter shouldn't be charging the group for more than cost plus say 5gp:1xp for the simple reason whatever they're crafting for the group's use will effectively benefit himself, just as if he had crafted it for himself. Ie: I improve the fighters armor/weapons with the intent of improving his combat ability, knowing that doing so increases the chance I will survive future battles because he's more willing and better able to defend me.

OTOH if its a group of strangers working together for a one-shot event, then I don't see why the crafted items wouldnt be exchanged for much less than full market value, since neither member would have reason to expect otherwise.
 

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Not really. The general rule and its example state the items being sold are USED and thus in obvious need of some repair, reconditioning, recharging, etc so only worth half normal market value at best. Conversely, the items just crafted are NEW and thus worth full market value; although ancillary expenses such as needing a local vendor's license, renting a spot at the local flea market, sale's taxes, &etc would be reasonable reductions to his expected profits. Likewise he may need to offer a minor discount from competing vendors to entice customers.

Actually, it is only implied that the half price is because it is used (I didn't find a "because the items are used" statement anywhere).
Page 112 of the PHB: Selling Loot, the very first sentence is
SELLING LOOT
"In general, a character can sell something for half its listed price."
It then goes on to say Trade Goods are the exception. Nothing explicitly states the 2nd hand sale reasoning you are advocating.

Using a IRL example, I can purchase meat/veggies for full market price from the Big Box Grocery nearby or obtain the same items at the same (usually better) quality from the local farmer-flea market for about 95% market price.

Oh, and do not forget Irdeggman's comment about applying real world examples to game rules and madness. ;)
 


Characters with less XP are supposed to gain XP at a higher rate, aren't they?

Yes, 33% faster, which offsets crafting costs.

Crafting feats aren't a problem until you either start at high levels and allow retro-crafting, or you get a player intent on stepping on the neck of the game and seeing if it chokes. If you get either of those, drop the crafting rules from the game, stop decorating Christmas trees, and play some D&D.

Yes, you can blame retrocrafting, but I've played campaigns where I've crafted items, generating about a 25% increase in party wealth by crafting during down time.
 

Yes, you can blame retrocrafting, but I've played campaigns where I've crafted items, generating about a 25% increase in party wealth by crafting during down time.

So... in addition to retrocrafting (in your OP), you've also used the crafting system to "decorate Christmas trees". You might fit the label that your DM has given you.

To answer your original question: Yes, craft feats are breakable. WotC probably never fixed it because 4/5ths of the audience liked that sort of breakable.
 

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