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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Crafting - Will they ever get it right?
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<blockquote data-quote="JamesonCourage" data-source="post: 5773300" data-attributes="member: 6668292"><p>I'd caution that this is going to vary wildly. I based my RPG on the SRD (3.X), and I completely tore out how crafting works and introduced my own system. It's "complex" in that it'll take a moment to figure out the cost of things, and the time it takes to make it (though it is flexible enough to craft pretty much anything, and calculate consistent prices of objects of any size; opinions on realism are going to vary, obviously).</p><p></p><p>Out of my current group, one of my players invested nearly all of his points into crafting (it's a point-buy game), and he was hit die 11 (out of 20). He was immensely good at it (nearly supernaturally so), and he greatly enjoyed using the "complex" crafting system. Oftentimes it took about 60 seconds to calculate what he was making, but the satisfaction from making mastercraft* objects even better than usual** in the time it'd take to make normal objects*** and for the same price**** was so great that he kept boosting the ability, and very much bragged about what he was able to accomplish.</p><p></p><p>*(nonmagical objects with 3 bonuses to be assigned)</p><p>**(4 bonuses on his things, rather than 3)</p><p>***(instead of at least 20 times as long as normal objects, usually much higher)</p><p>****(instead of 20 times as much as normal objects, usually much higher)</p><p></p><p>That is, even though there was a minute's calculation for each object, the fact that he was so skilled more than made up for the "complexity" of the skill. And, I think you'll find that this is true for many aspects of the game. Some people love mechanically complex combat, others love mechanically complex social encounters, and others love mechanically complex crafting (for example, my crafting system takes up two pages).</p><p></p><p>While there should definitely be simplified ways to craft objects, I think there should be more complex options (yes, options) for those who are satisfied by such things. Just my thoughts, though. As always, play what you like <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="JamesonCourage, post: 5773300, member: 6668292"] I'd caution that this is going to vary wildly. I based my RPG on the SRD (3.X), and I completely tore out how crafting works and introduced my own system. It's "complex" in that it'll take a moment to figure out the cost of things, and the time it takes to make it (though it is flexible enough to craft pretty much anything, and calculate consistent prices of objects of any size; opinions on realism are going to vary, obviously). Out of my current group, one of my players invested nearly all of his points into crafting (it's a point-buy game), and he was hit die 11 (out of 20). He was immensely good at it (nearly supernaturally so), and he greatly enjoyed using the "complex" crafting system. Oftentimes it took about 60 seconds to calculate what he was making, but the satisfaction from making mastercraft* objects even better than usual** in the time it'd take to make normal objects*** and for the same price**** was so great that he kept boosting the ability, and very much bragged about what he was able to accomplish. *(nonmagical objects with 3 bonuses to be assigned) **(4 bonuses on his things, rather than 3) ***(instead of at least 20 times as long as normal objects, usually much higher) ****(instead of 20 times as much as normal objects, usually much higher) That is, even though there was a minute's calculation for each object, the fact that he was so skilled more than made up for the "complexity" of the skill. And, I think you'll find that this is true for many aspects of the game. Some people love mechanically complex combat, others love mechanically complex social encounters, and others love mechanically complex crafting (for example, my crafting system takes up two pages). While there should definitely be simplified ways to craft objects, I think there should be more complex options (yes, options) for those who are satisfied by such things. Just my thoughts, though. As always, play what you like :) [/QUOTE]
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Crafting - Will they ever get it right?
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