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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8103120" data-attributes="member: 70468"><p>If I’m parsing this right, we seem to more or less agree on the customization aspect. <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=":)" /></p><p></p><p>I had a big response typed up, and then I deleted it. While I wanted to agree that Craft was fiddly, I couldn’t agree that being fiddly meant it was complex. I mean, rolling a lot sucks, but it’s straight forward, right? However, rolling a lot also means you’re <a href="https://thealexandrian.net/wordpress/38798/roleplaying-games/gm-dont-list-2-rolling-to-failure" target="_blank">rolling to failure</a>. That would make using Earn Income to finish off an item a trap option, which is out of place in a system that tries to avoid trap options.</p><p></p><p>Okay, I’ll concede that Craft is poorly written (or not clear, which is a problem endemic to PF2). I’m not inclined to change it as much as you did in your <a href="https://www.enworld.org/threads/alternate-crafting-rules-items-from-the-treasure-chapter.669622/" target="_blank">alternate rules</a>. I think I’ll just have the crafter pick how much longer they want to work, roll once, get your additional credit, and then pay the difference out of pocket. That brings it closer to Earn Income (where you roll once for a period of work), gets rid of the bookkeeping, and eliminates roll to failure.</p><p></p><p>You still can’t <em>make money</em> from crafting (except in a theoretical sense compared to your friends), but I’m fine with that. I think we’ll have to agree to disagree on that aspect.</p></blockquote><p></p>
[QUOTE="kenada, post: 8103120, member: 70468"] If I’m parsing this right, we seem to more or less agree on the customization aspect. :) I had a big response typed up, and then I deleted it. While I wanted to agree that Craft was fiddly, I couldn’t agree that being fiddly meant it was complex. I mean, rolling a lot sucks, but it’s straight forward, right? However, rolling a lot also means you’re [URL='https://thealexandrian.net/wordpress/38798/roleplaying-games/gm-dont-list-2-rolling-to-failure']rolling to failure[/URL]. That would make using Earn Income to finish off an item a trap option, which is out of place in a system that tries to avoid trap options. Okay, I’ll concede that Craft is poorly written (or not clear, which is a problem endemic to PF2). I’m not inclined to change it as much as you did in your [URL='https://www.enworld.org/threads/alternate-crafting-rules-items-from-the-treasure-chapter.669622/']alternate rules[/URL]. I think I’ll just have the crafter pick how much longer they want to work, roll once, get your additional credit, and then pay the difference out of pocket. That brings it closer to Earn Income (where you roll once for a period of work), gets rid of the bookkeeping, and eliminates roll to failure. You still can’t [I]make money[/I] from crafting (except in a theoretical sense compared to your friends), but I’m fine with that. I think we’ll have to agree to disagree on that aspect. [/QUOTE]
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