Destro2119
2021-06-03, 11:16 AM
So recently I have been trying to find ways to fix the currently flawed crafting systems of Pathfinder (but this is mostly applicable to 3.X too) for my games.
A few things I am trying to address are as follows:
-Merging magic and mundane crafting
I am taking a page out of PF2e's operations here and am trying to find a method to combine the systems. Maybe I could do away with all specialized crafting feats and just make one "magic Crafting" feat that allows you to craft magic using the base system
-Remaking the base system
As I am sure you all know, the base system for crafting objects is just awkward. As such, I think systems such as the "Making Craft Work" homebrew would be greatly helpful. However, a problem I still need to deal with is how to sync that system up with crafting the different kinds of magic items.
-Magic item crafting
For this aspect of the system, I am trying to make distinctions between items more obvious. For example, I plan to adopt a PF2e/SF- type armor upgrade/weapon fusion system for arms and armor. Also by removing the "you can only craft one item a day" clause. However, a problem I have currently is figuring out how to decide the different DCs and crafting times for different kinds of magic items, ie consumables from wands from wondrous items from arms and armor upgrades.
-Mechanics (skills, feats, class abilities) tie-ins
The new system presented here will likely also require several changes to mechanics in other places that interact with it. For skills, I plan to create or revise skill unlocks like PF Unchained that interact with crafting. Feats will probably scale in effects, though help on specifics is welcomed. Class abilities will probably need minor conversions.
-Item economy
Another thing that might also need changes as a result of the system is overall item economy. It seems to be tht quite a lot of things right now are either overpriced or just randomly have prices in the thousands for no other reason than to dazzle the player or be WBL sinks. With a lesser emphasis on "math fixer" items such as +[x] stuff, I hope to make prices such that both quality of life magic items are more available and that the prices are more possible to craft with the new system.
Any help or insights you can offer on this concept and/or my problems is welcomed!
A few things I am trying to address are as follows:
-Merging magic and mundane crafting
I am taking a page out of PF2e's operations here and am trying to find a method to combine the systems. Maybe I could do away with all specialized crafting feats and just make one "magic Crafting" feat that allows you to craft magic using the base system
-Remaking the base system
As I am sure you all know, the base system for crafting objects is just awkward. As such, I think systems such as the "Making Craft Work" homebrew would be greatly helpful. However, a problem I still need to deal with is how to sync that system up with crafting the different kinds of magic items.
-Magic item crafting
For this aspect of the system, I am trying to make distinctions between items more obvious. For example, I plan to adopt a PF2e/SF- type armor upgrade/weapon fusion system for arms and armor. Also by removing the "you can only craft one item a day" clause. However, a problem I have currently is figuring out how to decide the different DCs and crafting times for different kinds of magic items, ie consumables from wands from wondrous items from arms and armor upgrades.
-Mechanics (skills, feats, class abilities) tie-ins
The new system presented here will likely also require several changes to mechanics in other places that interact with it. For skills, I plan to create or revise skill unlocks like PF Unchained that interact with crafting. Feats will probably scale in effects, though help on specifics is welcomed. Class abilities will probably need minor conversions.
-Item economy
Another thing that might also need changes as a result of the system is overall item economy. It seems to be tht quite a lot of things right now are either overpriced or just randomly have prices in the thousands for no other reason than to dazzle the player or be WBL sinks. With a lesser emphasis on "math fixer" items such as +[x] stuff, I hope to make prices such that both quality of life magic items are more available and that the prices are more possible to craft with the new system.
Any help or insights you can offer on this concept and/or my problems is welcomed!