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Pathfinder: Item Creation and Wealth
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<blockquote data-quote="AsmodeusDM" data-source="post: 5878618" data-attributes="member: 32600"><p>As the OP just wanted to weight in on the discussion:</p><p></p><p>re: XP for crafting</p><p></p><p>I played a heavy item-crafter wizard in a 3.5 campaign. I spent a TON of experience to make items for the rest of the party, the designers are quite right that I was being "taxed" in experience no less! for choosing to play a part of my class. But you know what? I loved it. I felt like I was really doing my part for the group. </p><p>Also my group had kind of an experience point theory around 3.x. In-so-far as you lost experience when you died or got negative levels.</p><p></p><p>- Wizards lose xp to crafting and GP to expensive material components (stoneskin for the party!)</p><p></p><p>- Rogues lose xp to death from super nasty death traps beginning at CR 7) and failing fort saves vs. negative energy levels. Lose GP to raise deads.</p><p></p><p>-Fighters lose xp from death due to "holding the line" and safeguarding the rest of the party and for getting hit by all the nasty incorporeal undead that cause negative energy levels. Lose GP to raise deads.</p><p></p><p>- Clerics didn't really have an XP "sink" (unless they crafted, which was kind of a rarity) but we played 2e before playing 3e where the Cleric XP chart was extremely favorable. We assumed that not dying/losing XP all the time was sort of your "reward" for playing the cleric.</p><p></p><p></p><p>re: The logic of losing XP</p><p></p><p>I actually agree with the Paizo staff. I liked in 1e/2e where a wizard who created a magic item actually GAINED experience... of course it was a harrowing experience mostly determined by DM fiat... hardly the "scientific system" that arose in 3.x. </p><p></p><p>[I should add that those tables in the back of the DMG giving guidelines on how to create and prie magic items lead to the creation of some of the most wonderfully broken magic items (and hence characters) ever to grace an RPG.. My favorite? A player noticed that a bonus-type that could grant AC was "Insight." Utilizing the frequently-not-used "Face" slot the character ended up creating "Glasses of Foresight +5" granting +5 Insight Bonus to AC as the character saw ever-so-slightly into the future....sigh..]</p><p></p><p>re: time availability</p><p></p><p>This is the sad truth of APs and games like them; there is no downtime as downtime and cinematic pacing usually don't go well together. As a group we tend to prefer "sandbox" games for precisely this reason, we like downtime, we sometimes like YEARS to pass between adventures. We've had characters create armies and form business.. getting married, having kids... even had some half-orc PCs die of old age! The road to level 20 is a long one indeed. </p><p></p><p>The AP ideal of 1-20 in 3 months just doesn't really sit well with our group. Even in our 4e campaign.. the group took like a 3 year hiatus between Heroic and Paragon and a twenty year break between Paragon and Epic (all those Kingdoms and godly abilities don't just appear overnight)!</p><p></p><p>Rushing through play, I think, really robs the game of some of it's strategic impact. I'll never forget how disappointed a player of mine was in an Eberron game I ran years ago. I was playing the 3-part series that game out with the campaign setting in 4.x which in-adventure and between-adventure was very tightly paced. Of course Eberron also introduced the Artificer, a class which was designed around making magic items, included a pool of use-it-or-lose-it "free" xp to build from. So much of that xp just went to waste <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> I felt terrible about it, and eventually just let him "build" magic items during the group's morning 1hour spell prep time (which ended up being kinda cool actually).</p></blockquote><p></p>
[QUOTE="AsmodeusDM, post: 5878618, member: 32600"] As the OP just wanted to weight in on the discussion: re: XP for crafting I played a heavy item-crafter wizard in a 3.5 campaign. I spent a TON of experience to make items for the rest of the party, the designers are quite right that I was being "taxed" in experience no less! for choosing to play a part of my class. But you know what? I loved it. I felt like I was really doing my part for the group. Also my group had kind of an experience point theory around 3.x. In-so-far as you lost experience when you died or got negative levels. - Wizards lose xp to crafting and GP to expensive material components (stoneskin for the party!) - Rogues lose xp to death from super nasty death traps beginning at CR 7) and failing fort saves vs. negative energy levels. Lose GP to raise deads. -Fighters lose xp from death due to "holding the line" and safeguarding the rest of the party and for getting hit by all the nasty incorporeal undead that cause negative energy levels. Lose GP to raise deads. - Clerics didn't really have an XP "sink" (unless they crafted, which was kind of a rarity) but we played 2e before playing 3e where the Cleric XP chart was extremely favorable. We assumed that not dying/losing XP all the time was sort of your "reward" for playing the cleric. re: The logic of losing XP I actually agree with the Paizo staff. I liked in 1e/2e where a wizard who created a magic item actually GAINED experience... of course it was a harrowing experience mostly determined by DM fiat... hardly the "scientific system" that arose in 3.x. [I should add that those tables in the back of the DMG giving guidelines on how to create and prie magic items lead to the creation of some of the most wonderfully broken magic items (and hence characters) ever to grace an RPG.. My favorite? A player noticed that a bonus-type that could grant AC was "Insight." Utilizing the frequently-not-used "Face" slot the character ended up creating "Glasses of Foresight +5" granting +5 Insight Bonus to AC as the character saw ever-so-slightly into the future....sigh..] re: time availability This is the sad truth of APs and games like them; there is no downtime as downtime and cinematic pacing usually don't go well together. As a group we tend to prefer "sandbox" games for precisely this reason, we like downtime, we sometimes like YEARS to pass between adventures. We've had characters create armies and form business.. getting married, having kids... even had some half-orc PCs die of old age! The road to level 20 is a long one indeed. The AP ideal of 1-20 in 3 months just doesn't really sit well with our group. Even in our 4e campaign.. the group took like a 3 year hiatus between Heroic and Paragon and a twenty year break between Paragon and Epic (all those Kingdoms and godly abilities don't just appear overnight)! Rushing through play, I think, really robs the game of some of it's strategic impact. I'll never forget how disappointed a player of mine was in an Eberron game I ran years ago. I was playing the 3-part series that game out with the campaign setting in 4.x which in-adventure and between-adventure was very tightly paced. Of course Eberron also introduced the Artificer, a class which was designed around making magic items, included a pool of use-it-or-lose-it "free" xp to build from. So much of that xp just went to waste :( I felt terrible about it, and eventually just let him "build" magic items during the group's morning 1hour spell prep time (which ended up being kinda cool actually). [/QUOTE]
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