Re: OOC Consultation
Warning: This is kind of all over the place. I started writing an idea but it took on a mind of its own. I didn't want to cancel, rewrite and so on because there are concepts I thought important that came out as I wrote so forgive the unruly presentation and please accept the content for its intent and forgive the chaos.
One thing I am not seeing addressed is the non-crafting aspects of the game. I for one cannot craft anything more than a bandage but yet am potentially a top tier healer through professional and skill even before clerical magic is involved. We're discussing how much one spends on items, how long it takes and so on but what is the idea behind someone like myself who will by game rules have to pay full price for an item? If I took the feats to make magic items I could easily save a fortune enchanting my sword but I don't want to do that. What do I do when I want to upgrade my MW sword to something more? Sure I can say "Dara goes to some merchant and spends hard earned money from an adventure to get it done" but I would much rather go to a Fuzzy thread and RP talking to another player who owns a shop and skill for it and purchase from them to do it.
I would recommend we keep it as close to the book as possible. Businesses run as per downtime, points are generated and so on. If a character wants to craft, they can use their business and its benefits to pay 50% and do it. If someone without a business wants to craft, say a Wizard writing a scroll or Alchemist brewing a potion using their level 1 feat, they can pay the cost to do so. For those like myself who lack the skills, let us engage a player who does and pay them to do it. They used a feat that could have easily been put towards something else, let them earn something from it! But don't forget the people with Professions. The single biggest point of a profession is making a wage during downtime. I really don't like how some books allow other skills to mimic profession's ability but that's for another time and discussion. Let Dara spend her downtime working, give her gold based on her skill so she can then pay a player to craft the item she wants.
Then we run into a disparity. Let's assume Dara takes 10 every week of downtime. Calculating her skill that is roughly 10gp a week. She could work as a manager for 5gp a day per one of the rules but let's rule that out for the moment. Now if she wanted to upgrade her scimitar to +1 she'd need to work 40 hours a week for years. 9 months of downtime would net her ~390gp which is still not even close so adventuring money would be required to fill that gap. A crafter making the sword would charge her 2000gp (200 weeks' wages or almost 4 years' salary assuming she never takes a vacation or goes adventuring) and pocket 1000gp of the profit (as they should!). It will take them 2 days per the rules to do it. Crafters will make a significant amount more over non-crafters so some kind of balancing might need to be considered for this.
Downtime duration? I suggest we do 3 rounds of DT for every round of adventuring. It slows things down on the timeline, allows ample time to build and grow business and so on. We don't need to make them hard and fast times either. No one is going to adventure for 3 months and then stay home for 9, it isn't like military deployments. They might adventure a week, work a month, adventure a month, work six months, adventure two weeks...
Anyways, this is all over the place and I admit it. Summary: Let's let the players go to players for crafting needs, give Professions an equal opportunity to earn and be useful and find a way to balance them so that one is not impoverished compared to the other.