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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8107573" data-attributes="member: 12731"><p>Absolutely. In the interests of making a good clean argument I'm ignoring the fact that a die roll is entirely justifiable here. There should definitely be a die roll. Ideally not one that adds new rules subsystems though.</p><p></p><p>After spending the necessary number of weeks for your Earn Income to reach half the purchase price of the item you're crafting (a long-winded way of saying "After spending four weeks"), roll a Crafting check with the item level setting the DC.</p><p><strong>Critical Success</strong> = if you're prepared to pay the full purchase price of the item you're crafting, you get two identical items out of the time spent. Counts as a Success in every other aspect.</p><p><strong>Success</strong> = as described</p><p><strong>Failure</strong> = your rate of progress is halved (meaning you must spend as much time as you've already spent to get a Success). If you break off the crafting, your spent time is wasted.</p><p><strong>Critical Failure</strong> = your rate of progress is completely lost. Your spent time is wasted. You can begin anew from scratch if you like.</p><p></p><p>Note every idea to lose ingredients or to have to pay extra is regulated simply by devaluating the time spent. Relative to other party members losing time spent is equal to having to pay money, and much easier to enforce in far fewer words.</p><p></p><p></p><p>Crafting <strong>IS</strong> tied to the price of permanent items! How do I know that? Because permanent items is what Crafting is <em>for</em>!</p><p><span style="font-size: 12px">Note how it takes you exactly one week to craft a single Consumable of your level. I'm proud to say that's not a coincidence...</span></p><p></p><p>Puttering around with ideas to connect crafting prices to the going rate on hogs, or the wages of a serving girl, is delusional in the context of Pathfinder. Being surprised when your table results in you needing eight months to craft an item is unacceptable.</p><p></p><p>The dev focus should be on the game, and playability. <em>How long should it take to craft an item of my level?</em></p><p></p><p>In order to create an item in four weeks (which is entirely reasonable from a game POV in my opinion) you either need to make Crafting vastly more profitable than Earn Income, or make Earn Income as profitable as Crafting (duh). I honor the overarching design intention for crafting to not be inherently better than top-notch earn incom:ing, so the reason that Smith can earn "good money" is so Crafting doesn't require months and months of downtime!</p><p></p><p>If you don't like the rate of crafting my easiest suggestion is to replace gold with silver pieces. Mr Smith in your example would then gain 36 sp in a week.</p><p></p><p>Why you would require heroes to spend much more than a couple of weeks in downtime is beyond me, though... In any campaign where downtime longer than the occasional week is rare to non-existent, the CRB speed only has a single result = making Crafting completely worthless. But again, if you really like that, the rulebook could just have said "so use the exact same simple rules just with silver instead of gold".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8107573, member: 12731"] Absolutely. In the interests of making a good clean argument I'm ignoring the fact that a die roll is entirely justifiable here. There should definitely be a die roll. Ideally not one that adds new rules subsystems though. After spending the necessary number of weeks for your Earn Income to reach half the purchase price of the item you're crafting (a long-winded way of saying "After spending four weeks"), roll a Crafting check with the item level setting the DC. [B]Critical Success[/B] = if you're prepared to pay the full purchase price of the item you're crafting, you get two identical items out of the time spent. Counts as a Success in every other aspect. [B]Success[/B] = as described [B]Failure[/B] = your rate of progress is halved (meaning you must spend as much time as you've already spent to get a Success). If you break off the crafting, your spent time is wasted. [B]Critical Failure[/B] = your rate of progress is completely lost. Your spent time is wasted. You can begin anew from scratch if you like. Note every idea to lose ingredients or to have to pay extra is regulated simply by devaluating the time spent. Relative to other party members losing time spent is equal to having to pay money, and much easier to enforce in far fewer words. Crafting [B]IS[/B] tied to the price of permanent items! How do I know that? Because permanent items is what Crafting is [I]for[/I]! [SIZE=3]Note how it takes you exactly one week to craft a single Consumable of your level. I'm proud to say that's not a coincidence...[/SIZE] Puttering around with ideas to connect crafting prices to the going rate on hogs, or the wages of a serving girl, is delusional in the context of Pathfinder. Being surprised when your table results in you needing eight months to craft an item is unacceptable. The dev focus should be on the game, and playability. [I]How long should it take to craft an item of my level?[/I] In order to create an item in four weeks (which is entirely reasonable from a game POV in my opinion) you either need to make Crafting vastly more profitable than Earn Income, or make Earn Income as profitable as Crafting (duh). I honor the overarching design intention for crafting to not be inherently better than top-notch earn incom:ing, so the reason that Smith can earn "good money" is so Crafting doesn't require months and months of downtime! If you don't like the rate of crafting my easiest suggestion is to replace gold with silver pieces. Mr Smith in your example would then gain 36 sp in a week. Why you would require heroes to spend much more than a couple of weeks in downtime is beyond me, though... In any campaign where downtime longer than the occasional week is rare to non-existent, the CRB speed only has a single result = making Crafting completely worthless. But again, if you really like that, the rulebook could just have said "so use the exact same simple rules just with silver instead of gold". [/QUOTE]
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