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Post by Silver on Aug 31, 2013 8:30:33 GMT
I got an idea... How about no xp for crafting but crafters can charge money AND xp for their goods. So if I spend a week making a scroll, I might ask for the money I spent to be given back to me, +10% markup and maybe 90% worth of xp points I would have earned (average) by adventuring that week.
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Post by Deleted on Aug 31, 2013 8:38:23 GMT
how about a set amount of exp per day of work? since there is nothing dangerous involve, the exp should be low, maybe 100 or 200 per day of work, or maybe less? That's better than nothing.
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Post by Silver on Aug 31, 2013 8:56:35 GMT
I have 2 options I think would work, one is outlined above and another is scaling xp per day of work. You calculate average time it takes to reach each level, then subtract maybe 10 or so percent for having less danger, and there you go.
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Post by hunterkiller725 on Aug 31, 2013 14:57:22 GMT
okay lets try to get the ball rolling again
1000 exp to do nothing but craft for an entire week
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Aramaus
Knight of The New Order
Posts: 107
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Post by Aramaus on Aug 31, 2013 15:03:18 GMT
A flat rate likely is the most controlled solution, certainly the most difficult to abuse. The obvious problem with this is that at higher levels 1,000 exp is not really anything worth mentioning but I feel this is probably a better track to be on.
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Post by hunterkiller725 on Aug 31, 2013 15:09:01 GMT
then lets try lvl scaling next
1000*cl for every week spent crafting
or 100*cl fore doing nothing for a day would work too
it would be one or the other not both
*edit* changed from cr to cl as cr was a miistype
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Post by Deleted on Aug 31, 2013 15:19:51 GMT
You have to get really lucky to get 1000*cr xp in a week, from what I've seen.
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Post by hunterkiller725 on Aug 31, 2013 15:23:50 GMT
good point but at higher lvls they will be getting much less so lets try this
100*cl exp for a full day of crafting maybe with a modifier for difficulty later on
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Aramaus
Knight of The New Order
Posts: 107
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Post by Aramaus on Aug 31, 2013 15:39:21 GMT
That is still 700 exp a week at level one which is as good or better than the average hunting party.
The problem I am having is finding an experience value that doesn't out pace encounter leveling by level 5, that would be at all relevent...ever really. The best I've found is 20*cl which doesn't beat out the average hunting party until level 5, at which point hunting parties probably want to be going after harder targets anyway.
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Post by hunterkiller725 on Aug 31, 2013 16:01:12 GMT
i dont see a problam with at least being on the same pace with hunters till lvl 5 becasue were using up resource to craft after lvl 5 hunter should be able to outstrip us for getting exp a possible solution to the crafter exp woes are quests that offer exp for items they can make
that is asuming you are working every day of the week bu how does this sound
50*cl exp per day working with a yet to be determined scaling bounus for items created that take more than 2 days
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Aramaus
Knight of The New Order
Posts: 107
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Post by Aramaus on Aug 31, 2013 16:13:40 GMT
The more I think about Renen's idea about the ability to charge people exp in exchange for goods the more I like the idea. It prevents possible balance problems from scaling and honestly I just think the possible economic implications are fascinating.
I also think that scaling could work, the problem I have with 50*cl is that you get 700 a week at 2 and 1050 at three which while maybe would work in other systems, it completely blows the experience curve we have now out of the water.
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Post by hunterkiller725 on Aug 31, 2013 16:31:53 GMT
either it has to scale with difficulty or time worked one of the two or else its pointless
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Post by Deleted on Aug 31, 2013 16:37:57 GMT
Why do we need experience through crafting, it already makes your character stronger through items/wealth, and again it is a no risk endeavor that alone should not allow it to have an experience tag.
If you really want some experience from it I'd cap it at 10% of a level a week so that's 200 exp for a week of crafting at level 1.
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Aramaus
Knight of The New Order
Posts: 107
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Post by Aramaus on Aug 31, 2013 16:40:09 GMT
I agree scaling is a very workable solution to our problem. My concern is that ignoring Tara (which is probably a good idea) several entirely reasonable people have expressed concerns with crafting exp. Specifically that it is inherently less dangerous and so should be less rewarding exp wise, they also point out the fact that crafting generates wealth (which is less true in this system than in many but is still a reasonable concern).
I don't think that I should have to kill wolves to get better at making a sword, but making a sword probably shouldn't make me better at killing wolves. So unless you feel up to a massive revision to the entirety of the pathfinder system, we need to find a compromise some where.
I also really like the idea of charging exp but no one else seems to be commenting on it, so that may be a no go.
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Post by Deleted on Aug 31, 2013 16:43:07 GMT
While the idea of charging xp is interesting, "normal" characters don't want to pay xp for items any more than you do.
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