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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Crafting - Will they ever get it right?
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<blockquote data-quote="Li Shenron" data-source="post: 5774271" data-attributes="member: 1465"><p>I agree.</p><p></p><p></p><p></p><p>I think it should be much easier, but I don't see any need for complexity. Not in a core version of the crafting rules at least.</p><p></p><p>I actually often like playing characters who are capable of crafting their own equipment, mundane or magical, it's a good way to describe how your PC spends downtime. It would also be a good way for characters to get themselves interesting magic items, but this is usually unimportant given the widespread habit of unlimited magic shopping in a lot of gaming groups.</p><p></p><p>But IMXP most players are not interested in crafting, except as a way to get a discount or a custom min-maxed magic item.</p><p></p><p>I believe it is essential to get to what really is important in crafting. Is it really important to fine-tune the probability of success, the time spent, the money required? To me it's important mostly WHAT you can craft depending on who you are (i.e. the <em>prerequisites</em> for crafting each item). Then I really do not mind how long it takes or even whether the success is guaranteed (e.g. 3ed craft magic items feats) or not (e.g. 3ed craft skill).</p><p></p><p>Also I think crafting rules should only bother with items that the PCs will use in their adventures. If they want to craft stuff to make money, the rules should be even more simple, like "make one roll each week spent working instead of adventuring, and here's your money".</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5774271, member: 1465"] I agree. I think it should be much easier, but I don't see any need for complexity. Not in a core version of the crafting rules at least. I actually often like playing characters who are capable of crafting their own equipment, mundane or magical, it's a good way to describe how your PC spends downtime. It would also be a good way for characters to get themselves interesting magic items, but this is usually unimportant given the widespread habit of unlimited magic shopping in a lot of gaming groups. But IMXP most players are not interested in crafting, except as a way to get a discount or a custom min-maxed magic item. I believe it is essential to get to what really is important in crafting. Is it really important to fine-tune the probability of success, the time spent, the money required? To me it's important mostly WHAT you can craft depending on who you are (i.e. the [I]prerequisites[/I] for crafting each item). Then I really do not mind how long it takes or even whether the success is guaranteed (e.g. 3ed craft magic items feats) or not (e.g. 3ed craft skill). Also I think crafting rules should only bother with items that the PCs will use in their adventures. If they want to craft stuff to make money, the rules should be even more simple, like "make one roll each week spent working instead of adventuring, and here's your money". [/QUOTE]
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Crafting - Will they ever get it right?
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