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*Pathfinder & Starfinder
How useful is the Artificer's craft reserve?
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<blockquote data-quote="0-hr" data-source="post: 3389716" data-attributes="member: 4734"><p>Thank you for the information thus far. I'm leary about waiving xp costs entirely as this is also going to be a campaign with LOTS of downtime. Money alone just doesn't seem enough of a hinderance (especially considering characters will be allowed to make money during downtime as well).</p><p></p><p>I've spent some time doing research and come up with the following (I know this is borderline "House Rules", but my actual questions is <strong>What percentage of an Artificer's total crafting experience point expenditure is the Craft Reserve meant to cover?"</strong>. It's a real rule (or design decision rather) that I need to figure out in order to complete my House Rule (about which I have no actual question <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=":)" /> ). Anyway, here's my thoughts:</p><p></p><p></p><p>- - - - </p><p></p><p></p><p>For wonderous items and weapon/armor, you can craft 1000gp worth of item per day (so it takes 8 days to make a +2 Sword). This sort of crafting also costs 40xp per day. So if you have an idea as to what you want someone to be able to craft at a given level - or if you have an idea about how much time you want spent on crafting - then you can figure out how much of a Craft Reserve to award at that level.</p><p></p><p>Suppose you think that a crafter should be able to make two level-appropriate items per level (one for themselves, one for a friend or to break into smaller items). Let's say a +2 weapon is good for level 6, +4 for level 12, and +6 for level 18 (to generate some data points). This would yield the following</p><p></p><p>If a level 6 crafter should be able to make 16,000 gp worth of items (that's 2 swords +2), then they will need a Craft Reserve of 640xp. In other words:</p><p></p><p>Level 6 would be 16,000 gp (taking 16 days) and requiring 640xp.</p><p>Level 12 would be 64,000 gp (taking 64 days) and requiring 2560xp.</p><p>Level 18 would be 144,000 gp (taking 144 days) and requiring 5760xp.</p><p></p><p>The actual Artificer gains 150, 700, and 3000 at those levels, which seems kind of low. My guess is that the Craft Reserve is thus meant to defray the costs a little - not cover them completely (specifically, my math suggests the Reserve is meant to cover about a quarter of the xp costs each level). </p><p></p><p>- - -</p></blockquote><p></p>
[QUOTE="0-hr, post: 3389716, member: 4734"] Thank you for the information thus far. I'm leary about waiving xp costs entirely as this is also going to be a campaign with LOTS of downtime. Money alone just doesn't seem enough of a hinderance (especially considering characters will be allowed to make money during downtime as well). I've spent some time doing research and come up with the following (I know this is borderline "House Rules", but my actual questions is [b]What percentage of an Artificer's total crafting experience point expenditure is the Craft Reserve meant to cover?"[/b]. It's a real rule (or design decision rather) that I need to figure out in order to complete my House Rule (about which I have no actual question :) ). Anyway, here's my thoughts: - - - - For wonderous items and weapon/armor, you can craft 1000gp worth of item per day (so it takes 8 days to make a +2 Sword). This sort of crafting also costs 40xp per day. So if you have an idea as to what you want someone to be able to craft at a given level - or if you have an idea about how much time you want spent on crafting - then you can figure out how much of a Craft Reserve to award at that level. Suppose you think that a crafter should be able to make two level-appropriate items per level (one for themselves, one for a friend or to break into smaller items). Let's say a +2 weapon is good for level 6, +4 for level 12, and +6 for level 18 (to generate some data points). This would yield the following If a level 6 crafter should be able to make 16,000 gp worth of items (that's 2 swords +2), then they will need a Craft Reserve of 640xp. In other words: Level 6 would be 16,000 gp (taking 16 days) and requiring 640xp. Level 12 would be 64,000 gp (taking 64 days) and requiring 2560xp. Level 18 would be 144,000 gp (taking 144 days) and requiring 5760xp. The actual Artificer gains 150, 700, and 3000 at those levels, which seems kind of low. My guess is that the Craft Reserve is thus meant to defray the costs a little - not cover them completely (specifically, my math suggests the Reserve is meant to cover about a quarter of the xp costs each level). - - - [/QUOTE]
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How useful is the Artificer's craft reserve?
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