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*Pathfinder & Starfinder
Pathfinder: Item Creation and Wealth
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<blockquote data-quote="sheadunne" data-source="post: 5876024" data-attributes="member: 27570"><p>In my experience, Pathfinder assumes that you're running an AP or that your campaign doesn't have extended periods of down time. The time issues is usually the biggest deterrent to crafting. If you only have a week to craft items and you have an entire party to craft for, you're going to have to make some hard choices. I've noticed no significant change in WPL over the course of an AP, which manages time in a way that prevents mass item crafting. </p><p></p><p>Also, the 3x system didn't work. It was too easy to game the system and actually come out with more XP than non-crafters. </p><p></p><p>I believe that Pathfinder also assumes that there is no "treasure horde" of coins and gems. It expects that most of your treasure will come from items. If your game relies on coin over items, consider giving out half the amount of coin to balance the WPL. </p><p></p><p>Otherwise, the system seems to work fine. There are a few times where characters may be over the WPL and other times when they're below it. It's a gage for GMs to adjust the treasure they are giving out. </p><p></p><p>There's also the issue of base limits that any particular settlement has for gp and magic items. Unless the PCs have access to a city, they'll reach a point where they can't actually sell or buy anything. </p><p></p><p>There are plenty of balancing factors, but it's up to the GM to enforce them or not.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 5876024, member: 27570"] In my experience, Pathfinder assumes that you're running an AP or that your campaign doesn't have extended periods of down time. The time issues is usually the biggest deterrent to crafting. If you only have a week to craft items and you have an entire party to craft for, you're going to have to make some hard choices. I've noticed no significant change in WPL over the course of an AP, which manages time in a way that prevents mass item crafting. Also, the 3x system didn't work. It was too easy to game the system and actually come out with more XP than non-crafters. I believe that Pathfinder also assumes that there is no "treasure horde" of coins and gems. It expects that most of your treasure will come from items. If your game relies on coin over items, consider giving out half the amount of coin to balance the WPL. Otherwise, the system seems to work fine. There are a few times where characters may be over the WPL and other times when they're below it. It's a gage for GMs to adjust the treasure they are giving out. There's also the issue of base limits that any particular settlement has for gp and magic items. Unless the PCs have access to a city, they'll reach a point where they can't actually sell or buy anything. There are plenty of balancing factors, but it's up to the GM to enforce them or not. [/QUOTE]
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