Question reegarding Craft (Armorsmithing) & Starting equipment

Still, that +1 to AC from a better armor will soon be replaced when you afford a better armor. The skill points you invested into craft (the assumption of this argument being that you only did it for the discount at character creation) are permanently used. In the long run I would think this costs the player more than he benefits from it.
 

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tingbudong said:
Still, that +1 to AC from a better armor will soon be replaced when you afford a better armor. The skill points you invested into craft (the assumption of this argument being that you only did it for the discount at character creation) are permanently used. In the long run I would think this costs the player more than he benefits from it.
It's not "permanently used" if you continue to use the skill between adventures, both to craft your own equipment and to generate a bit of extra cash on the side.
 

i would require him to have a shop. in other words the cost of using someone else's forge, coal, skill equipment, etc...

same thing holds true for crafting any object... you can't craft something out of thin air without the right equipment to do the work.
 

diaglo said:
i would require him to have a shop. in other words the cost of using someone else's forge, coal, skill equipment, etc...

same thing holds true for crafting any object... you can't craft something out of thin air without the right equipment to do the work.
And that's exactly why I don't allow 1st-level characters to take advantage of the reduced prices for crafting at 1st-level.
 

genshou said:
And that's exactly why I don't allow 1st-level characters to take advantage of the reduced prices for crafting at 1st-level.
along those lines... the player would write something in background about how his family had a shop and that's how he learned the skill.


so i'd say... fine. you can make the armor but you have less money from your family to buy other things... if you don't have enough money to even buy the armor after the reduction.. then your armor is incomplete. and to complete it You not your family will need to purchase the material to complete it. plus spend the time with your family doing their normal day to day business to make ends meet.

it ain't cheap to work with armor. it costs and can ruin a business when you run low on funds...

starting money isn't just extra money. it includes items of that value too not just coin.
 

How do folks handle characters with item crafting feats? When creating characters above 1st level, I allow them to count crafted items as 50% their normal cost; they also take a small hit in xp. But it seems a fair exchange for them having invested a feat.

I don't really see a difference between having an item creation feat and lots of skill ranks; both let you get more items than your listed wealth would allow.
 

Borlon said:
How do folks handle characters with item crafting feats? When creating characters above 1st level, I allow them to count crafted items as 50% their normal cost; they also take a small hit in xp. But it seems a fair exchange for them having invested a feat.

I don't really see a difference between having an item creation feat and lots of skill ranks; both let you get more items than your listed wealth would allow.
Those are the rules listed in the DMG for crafting your own magic items when making a character above 1st-level. That's different from using a Craft skill AT 1st-level.
 

genshou said:
Those are the rules listed in the DMG for crafting your own magic items when making a character above 1st-level. That's different from using a Craft skill AT 1st-level.


ditto.

i'm not too up on magic item crafting for the revision.. but in the 2000ed DMG you couldn't craft items if it would make you lose a level. so depending on where you start the PC i'd take that into consideration too. either making the PC 1 lvl lower with the lack of skill points and spells taken into account... say the PCs are supposed to start at level 3... exp 3000 for the noncrafting crew. and lvl 2 for the crafting crew with the appropriate drop taken into consideration. of course, they will level to catch up pretty much sooner. but... hey that's what they get for getting more.... besides their equipment value total drops too based on lvl... ;)
 
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diaglo said:
ditto.

i'm not too up on magic item crafting for the revision.. but in the 2000ed DMG you couldn't craft items if it would make you lose a level. so depending on where you start the PC i'd take that into consideration too. either making the PC 1 lvl lower with the lack of skill points and spells taken into account... say the PCs are supposed to start at level 3... exp 3000 for the noncrafting crew. and lvl 2 for the crafting crew with the appropriate drop taken into consideration. of course, they will level to catch up pretty much sooner. but... hey that's what they get for getting more.... besides their equipment value total drops too based on lvl... ;)
Actually, the rule about not being able to lose a level when creating a magic item applied to normal play. Just as you can't cast wish if you don't have 5,000 spare XP lying around, you can't make a magic item without being able to afford that XP without losing a level.

When actually creating a higher-level character from scratch, though, you have more freedom. Instead of being at a fixed level, you have the minimum amount of XP needed to acquire that level, and you can spend XP on magic items or spell XP components if you wish, in order to drop the gp cost. You end up lower level, but still get appropriate gp value of gear for the higher character level you started out with.
 

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