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D&D Older Editions, OSR, & D&D Variants
Crafting and Balance? (3.5)
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<blockquote data-quote="SocratesOnFire" data-source="post: 5214663" data-attributes="member: 91474"><p>So, what is the point of crafting? Ever. The only possible advantage to ever crafting a magic item, burning a feat and Exp, is to save money on the equipment of oneself and one’s party is it not? But if you save money for yourself and the party you cause that party to have more valuable equipment then they would otherwise. And if they have more valuable equipment, the party is stronger then they ought to be by ECL. In my particular case, I had a DM with a starting six player 12th level campaign in which I played a mage with the craft wondrous item feat. I crafted only wondrous items for the party, and saved the party 76,712.5 gp, not counting crafting of my own equipment. I took a 80% cut of the savings, allowing players to have a total 10% discount off the base price while I earned a 40% profit off the base price. This resulted in an average increase in party wealth, for the other five players, of 3.5% or 3,068.5 gp and an average starting equipment value of 91,068.5 gp compared to the standard 88,000gp. For me, this resulted in a 61,370gp or 70% increase in starting gold or 149,370gp compared to the standard 88,000gp. The total cost to me was around 6,137 Exp and about half a year. </p><p>I crafted many of my own items as well, further increasing this starting value by 57,500gp in value and causing me to have increase in wealth of 135% or 118,870gp, with an equipment worth of 206,870gp, compared to the 88,000gp standard. That does seem rather large for a total Exp cost of 7,737, however Wizards has never expressed concern over item crafting the way they have over polymorph or other potential game breaking mechanics. DMG, DMG II, and Complete Arcane express no concern over such crafting but rather encourage it. In this particular game, the DM intends to bump the CR, but his attempts to seek advice on the subject labeled me a power gamer though I use only the basic core rules in my character. Further, almost all (100,875gp, or 84.9%) of the money gained went into an RP fluff demanded Blessed Book of 650 spells, most of which my character will never use (golem strike?). The total effect of the extra gold is fluff, which I feel debunks claims of munchkinism. However this does seem like a rather pertinent question as standard, core forms of item crafting seem breakable. The essential question remains, if you can’t use these feats and Exp to save significant amounts of money, what’s the point of ever having them?</p></blockquote><p></p>
[QUOTE="SocratesOnFire, post: 5214663, member: 91474"] So, what is the point of crafting? Ever. The only possible advantage to ever crafting a magic item, burning a feat and Exp, is to save money on the equipment of oneself and one’s party is it not? But if you save money for yourself and the party you cause that party to have more valuable equipment then they would otherwise. And if they have more valuable equipment, the party is stronger then they ought to be by ECL. In my particular case, I had a DM with a starting six player 12th level campaign in which I played a mage with the craft wondrous item feat. I crafted only wondrous items for the party, and saved the party 76,712.5 gp, not counting crafting of my own equipment. I took a 80% cut of the savings, allowing players to have a total 10% discount off the base price while I earned a 40% profit off the base price. This resulted in an average increase in party wealth, for the other five players, of 3.5% or 3,068.5 gp and an average starting equipment value of 91,068.5 gp compared to the standard 88,000gp. For me, this resulted in a 61,370gp or 70% increase in starting gold or 149,370gp compared to the standard 88,000gp. The total cost to me was around 6,137 Exp and about half a year. I crafted many of my own items as well, further increasing this starting value by 57,500gp in value and causing me to have increase in wealth of 135% or 118,870gp, with an equipment worth of 206,870gp, compared to the 88,000gp standard. That does seem rather large for a total Exp cost of 7,737, however Wizards has never expressed concern over item crafting the way they have over polymorph or other potential game breaking mechanics. DMG, DMG II, and Complete Arcane express no concern over such crafting but rather encourage it. In this particular game, the DM intends to bump the CR, but his attempts to seek advice on the subject labeled me a power gamer though I use only the basic core rules in my character. Further, almost all (100,875gp, or 84.9%) of the money gained went into an RP fluff demanded Blessed Book of 650 spells, most of which my character will never use (golem strike?). The total effect of the extra gold is fluff, which I feel debunks claims of munchkinism. However this does seem like a rather pertinent question as standard, core forms of item crafting seem breakable. The essential question remains, if you can’t use these feats and Exp to save significant amounts of money, what’s the point of ever having them? [/QUOTE]
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