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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="jmartkdr2" data-source="post: 8103052" data-attributes="member: 7017304"><p>Except you can't normally earn income with those, and when you do, it's at a significant penalty. The comparable are Lore and Performance - both of which have fewer external uses than crafting.</p><p></p><p>If crafting makes more money that all the other options, all other options becomes trap options. </p><p></p><p>Well you're supposed to be adventuring... when you can pick between the two.</p><p></p><p>What is the correct amount of downtime between adventures? </p><p></p><p>"Not breaking the game" isn't the only goal. If it was, they'd remove all the fiddly bits like feats and magic. The goal is to make all the reasonable options (like not being a crafter) about even in overall output. If crafting is demonstrably better at earning income, then balance has not been achieved.</p><p></p><p>Now I think you're being disinginuous - you know full well they didn't set those as goals. They decided they were acceptable costs for making sure they achieved balance in downtime options. </p><p></p><p>Once again: "Not breaking the game" isn't the only goal. </p><p></p><p>It will mean my non-crafter character has 20% fewer consumables - is it worthwhile to ensure that every character feels the need to take crafting so they have 20% more hp in their reserve pool?</p><p></p><p>But they can purchase more stuff, which adds up. </p><p></p><p>And game balance.</p><p></p><p>If they could do <em>that</em> in a balanced way, I agree that would be better.</p><p></p><p>But I categorically reject the idea that "Crafting should be better than Lore skills." I want downtime options to be balanced against each other. And more low-level items adds up, so just capping the strongest item you can make is only halfway balancing - and being balanced half the time is not really balanced.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8103052, member: 7017304"] Except you can't normally earn income with those, and when you do, it's at a significant penalty. The comparable are Lore and Performance - both of which have fewer external uses than crafting. If crafting makes more money that all the other options, all other options becomes trap options. Well you're supposed to be adventuring... when you can pick between the two. What is the correct amount of downtime between adventures? "Not breaking the game" isn't the only goal. If it was, they'd remove all the fiddly bits like feats and magic. The goal is to make all the reasonable options (like not being a crafter) about even in overall output. If crafting is demonstrably better at earning income, then balance has not been achieved. Now I think you're being disinginuous - you know full well they didn't set those as goals. They decided they were acceptable costs for making sure they achieved balance in downtime options. Once again: "Not breaking the game" isn't the only goal. It will mean my non-crafter character has 20% fewer consumables - is it worthwhile to ensure that every character feels the need to take crafting so they have 20% more hp in their reserve pool? But they can purchase more stuff, which adds up. And game balance. If they could do [I]that[/I] in a balanced way, I agree that would be better. But I categorically reject the idea that "Crafting should be better than Lore skills." I want downtime options to be balanced against each other. And more low-level items adds up, so just capping the strongest item you can make is only halfway balancing - and being balanced half the time is not really balanced. [/QUOTE]
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