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<blockquote data-quote="Emberashh" data-source="post: 9221368" data-attributes="member: 7040941"><p>They could, particularly if their overall build affords them a way to not need to train up the related Skills, such as the Warrior subclass <em>Commander</em> allowing for Intelligence to sub in for Stamina over either Strength or Agility, which in turn means they don't need to maximize one of those Talents (meaning, train up the Crafting/Gathering skills in them). </p><p></p><p>But they could also do it if they're okay with technically being sub-optimal. That Commander would probably still want their Strength or Agility to be pretty high, if not as maximal as they can, so while they can deemphasize it for ensuring they're progressing on their Energies, they'd still want it for the respective Passives. </p><p></p><p>Meanwhile, NPC Crafters (and Gatherers) could be employed, but this would necessarily require some kind of income and finding higher tier NPCs to do higher tier work for you wouldn't be easy, and would take engagement in other areas. (Settlements and Questing for example)</p><p></p><p>Plus, thats part of the value of having a compelling Repair system in place. You don't have to craft anything to still progress with Smithing, for example, if you're keeping up with your equipment. It may be a little dissonant to then take that experience and suddenly be able to forge the Master Sword, but at that point one has to ask if thats what they actually care about. (And thats without considering the Perk system. Presumably you'd be deemphasizing Crafting perks, so there'd still be a difference between a Maxed Smith who only repairs versus one who Crafts, and a difference in both to one who does Both)</p><p></p><p></p><p></p><p>Affirmative.</p><p></p><p></p><p></p><p>In terms of how many Materials total? Uncertain. I do know the overall Tier structure would be constrained, probably no more than 6-9 at the most. I also know that I want to ensure that there's meaningful choices within those tiers, so that theres variety in how these Tiers present in the gameworld (ie, little to no monochromatically equipped enemies).</p><p></p><p>And I also know, especially if I can resolve the reference problem, that I'd prefer to get in as many "superflous" materials as I could; things that'd only exist to add expressive flare even if they don't offer anything different over another Material. For example, Wyvernbone wouldn't be any different than Dragonbone (particularly given Wyverns are just newborn Dragons in my lore), but would present differently "in the fiction" as it were. </p><p></p><p>These superflous ideas would probably just listed as different names within the same base Entry, but I imagine for many, like the Wyvern vs Dragon example, that I could include some narrative pitches for how these materials could be recognized. For example, people wouldn't find your Wyvernbone armor near as impressive as Dragonbone, despite them being effectively equal in raw mechanical value. That sort of dynamic indeed would be interesting if it was considered in terms of an economy; people have all kinds of irrational valuation models like that, and sometimes it isn't even all that irrational. </p><p></p><p>Wyverns would be comparatively easier to kill and harvest for their bones than their older kin, and so while it'd be worth less, it'd be considered more economical for those who could afford it and need what they provide, while Dragonbone (and the even rarer Nagabone, Naga being the final stage of life. Think Gyrados from Pokemon) would be seen as more Luxurious. </p><p></p><p>But! Even thinking through that idea right now, I could probably also designate these as Quality tiers, and could tie the reforge caps to them. Nagabone would allow for the most potential, but would understandably be rarer and thus more valued than the more common and lower potential Wyvernbone. </p><p></p><p>In other cases though that irrational valuation would be maintained I think. Gems and Stones in particular.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9221368, member: 7040941"] They could, particularly if their overall build affords them a way to not need to train up the related Skills, such as the Warrior subclass [I]Commander[/I] allowing for Intelligence to sub in for Stamina over either Strength or Agility, which in turn means they don't need to maximize one of those Talents (meaning, train up the Crafting/Gathering skills in them). But they could also do it if they're okay with technically being sub-optimal. That Commander would probably still want their Strength or Agility to be pretty high, if not as maximal as they can, so while they can deemphasize it for ensuring they're progressing on their Energies, they'd still want it for the respective Passives. Meanwhile, NPC Crafters (and Gatherers) could be employed, but this would necessarily require some kind of income and finding higher tier NPCs to do higher tier work for you wouldn't be easy, and would take engagement in other areas. (Settlements and Questing for example) Plus, thats part of the value of having a compelling Repair system in place. You don't have to craft anything to still progress with Smithing, for example, if you're keeping up with your equipment. It may be a little dissonant to then take that experience and suddenly be able to forge the Master Sword, but at that point one has to ask if thats what they actually care about. (And thats without considering the Perk system. Presumably you'd be deemphasizing Crafting perks, so there'd still be a difference between a Maxed Smith who only repairs versus one who Crafts, and a difference in both to one who does Both) Affirmative. In terms of how many Materials total? Uncertain. I do know the overall Tier structure would be constrained, probably no more than 6-9 at the most. I also know that I want to ensure that there's meaningful choices within those tiers, so that theres variety in how these Tiers present in the gameworld (ie, little to no monochromatically equipped enemies). And I also know, especially if I can resolve the reference problem, that I'd prefer to get in as many "superflous" materials as I could; things that'd only exist to add expressive flare even if they don't offer anything different over another Material. For example, Wyvernbone wouldn't be any different than Dragonbone (particularly given Wyverns are just newborn Dragons in my lore), but would present differently "in the fiction" as it were. These superflous ideas would probably just listed as different names within the same base Entry, but I imagine for many, like the Wyvern vs Dragon example, that I could include some narrative pitches for how these materials could be recognized. For example, people wouldn't find your Wyvernbone armor near as impressive as Dragonbone, despite them being effectively equal in raw mechanical value. That sort of dynamic indeed would be interesting if it was considered in terms of an economy; people have all kinds of irrational valuation models like that, and sometimes it isn't even all that irrational. Wyverns would be comparatively easier to kill and harvest for their bones than their older kin, and so while it'd be worth less, it'd be considered more economical for those who could afford it and need what they provide, while Dragonbone (and the even rarer Nagabone, Naga being the final stage of life. Think Gyrados from Pokemon) would be seen as more Luxurious. But! Even thinking through that idea right now, I could probably also designate these as Quality tiers, and could tie the reforge caps to them. Nagabone would allow for the most potential, but would understandably be rarer and thus more valued than the more common and lower potential Wyvernbone. In other cases though that irrational valuation would be maintained I think. Gems and Stones in particular. [/QUOTE]
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