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*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8107346" data-attributes="member: 12731"><p>My point is that - and please don't take this personally - you're polishing a turd.</p><p></p><p>You're focusing on presentation when the question you really should ask yourself: "why are the rules this complicated and full of clutter?"</p><p></p><p>We all know you can have too simple rules, where extra detail add real value to the experience of playing. This is not that.</p><p></p><p></p><p>That is correct. I would love to just nuke that intimidating table on CRB page 236. </p><p></p><p>It has a lot of detail but none of it matter in practical play. The entire table can be summarized by "you can make a pittance relative to what adventuring on your level would net you". Downtime on the level where the difference between making 7 silver or 9 silver a day should have been relegated to a later supplement or even just to fan works. Nothing about the rest of the game makes this puny difference interesting or important. This table comes across as if it accidentally was imported blindly from "Farmers & Hogs, the Role-Playing Game". It should have nothing to do with epic heroes crafting magical swords.</p><p></p><p>Again, presenting a simpler alternative can do wonders for people opening their eyes and go "OMG - this makes me realize how shite and cluttery the core rule is". Just say</p><p></p><p></p><p>I actually can't be arsed to calculate how long you actually need, so feel free to require 8 weeks or 12 weeks instead of four weeks. Important note of sanity: nothing breaks if you make Earn Income yield twice as much money, or half as much, or... even remove access to the activity entirely!</p><p></p><p>Actually, make that part of the rule - empowering the GM:</p><p></p><p>Now someone's bound to point out that outlier level 11 item that doesn't cost more than a level 10 item and go "your rule sucks!". Know what, it's not the rule that's broken, it's the item that makes me unable to write simple rules. Just make that level 11 item into a level 10 item so we can make the rules easier! [I actually don't have a specific item in mind. I just know someone will find an outlier in the Treasure table.]</p><p></p><p>Point here is - all that complication and confusion regarding Crafting could just vanish and be replaced with a rule that is crystal clear, easy and fast:</p><p></p><p style="margin-left: 20px"><strong>Earn Income.</strong> The GM and settlement level determines how high a task level you can find for the particular skill you attempt to earn income from. Each week spent in downtime normally allows you to earn 1/8th of the purchase price of a permanent item of the task's level in gold.</p><p></p><p style="margin-left: 20px"><strong>Crafting.</strong> This skill lets you make <em>Earn Income</em> tasks at your own level, regardless of the settlement's nature. You can spend these savings on crafting items, and once you've reached half the purchase price of the item, you can spend the other half of the purchase price in gold, and have your item.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8107346, member: 12731"] My point is that - and please don't take this personally - you're polishing a turd. You're focusing on presentation when the question you really should ask yourself: "why are the rules this complicated and full of clutter?" We all know you can have too simple rules, where extra detail add real value to the experience of playing. This is not that. That is correct. I would love to just nuke that intimidating table on CRB page 236. It has a lot of detail but none of it matter in practical play. The entire table can be summarized by "you can make a pittance relative to what adventuring on your level would net you". Downtime on the level where the difference between making 7 silver or 9 silver a day should have been relegated to a later supplement or even just to fan works. Nothing about the rest of the game makes this puny difference interesting or important. This table comes across as if it accidentally was imported blindly from "Farmers & Hogs, the Role-Playing Game". It should have nothing to do with epic heroes crafting magical swords. Again, presenting a simpler alternative can do wonders for people opening their eyes and go "OMG - this makes me realize how shite and cluttery the core rule is". Just say I actually can't be arsed to calculate how long you actually need, so feel free to require 8 weeks or 12 weeks instead of four weeks. Important note of sanity: nothing breaks if you make Earn Income yield twice as much money, or half as much, or... even remove access to the activity entirely! Actually, make that part of the rule - empowering the GM: Now someone's bound to point out that outlier level 11 item that doesn't cost more than a level 10 item and go "your rule sucks!". Know what, it's not the rule that's broken, it's the item that makes me unable to write simple rules. Just make that level 11 item into a level 10 item so we can make the rules easier! [I actually don't have a specific item in mind. I just know someone will find an outlier in the Treasure table.] Point here is - all that complication and confusion regarding Crafting could just vanish and be replaced with a rule that is crystal clear, easy and fast: [INDENT][B]Earn Income.[/B] The GM and settlement level determines how high a task level you can find for the particular skill you attempt to earn income from. Each week spent in downtime normally allows you to earn 1/8th of the purchase price of a permanent item of the task's level in gold.[/INDENT] [INDENT][B]Crafting.[/B] This skill lets you make [I]Earn Income[/I] tasks at your own level, regardless of the settlement's nature. You can spend these savings on crafting items, and once you've reached half the purchase price of the item, you can spend the other half of the purchase price in gold, and have your item.[/INDENT] [/QUOTE]
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