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Best crafting rules?
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<blockquote data-quote="Nijay" data-source="post: 9392700" data-attributes="member: 6944789"><p>I too would like to understand what people want in a crafting system. There's lots of elements that could be part of a crafting system, but it's tough to tell which are safe to exclude or abstract.</p><p></p><p>Raw materials</p><p>Usable materials</p><p>Dyes</p><p>Monster parts</p><p>Recipes</p><p>Patterns</p><p>Blueprints</p><p>Techniques</p><p>Tools</p><p>Workshop</p><p>Character skill</p><p>Character level</p><p>Luck</p><p>Supply chain</p><p>Marketplace (how to sell, how long it takes to sell, how much it sells for)</p><p>Labor (time/employes/contractor?)</p><p>Gathering</p><p>Storage</p><p>Transportation</p><p>Economy</p><p>Magic</p><p>Item lists</p><p>Item rarity</p><p>Mod/bonus lists</p><p>Item types (normal items, item+, magic items)</p><p>Item sockets</p><p>Gems/Runes</p><p></p><p>It seems to me some people just want to make their own weapons/armor, some want to mix an infusion of wormwood with powdered root of asphodel to make a sleeping potion, some want to stew an eye of dragon and the tusks of an umber hulk to infuse their armor with a magical effect/bonus, some want to run a business as a master craftsman, and some want to play a full economic game (or so it seems to me.)</p><p></p><p>To me, a good crafting system is one that lets players play the characters they want to play and introduces unique options. I think it's best if a crafting system is more a part of the travel and exploration pillar than the combat pillar.</p><p></p><p>To me, a bad crafting system is one that doesn't sync with the rest of the rules. Or one that allows gamification. Like one pet peeve of mine in D&D is having races with different longevity and different backgrounds have the same starting gold & equipment. I can have a master craftsman background but there's no mechanical impact from that choice - it's largely a ribbon feature without some extra effort to make it a functional feature over time.</p></blockquote><p></p>
[QUOTE="Nijay, post: 9392700, member: 6944789"] I too would like to understand what people want in a crafting system. There's lots of elements that could be part of a crafting system, but it's tough to tell which are safe to exclude or abstract. Raw materials Usable materials Dyes Monster parts Recipes Patterns Blueprints Techniques Tools Workshop Character skill Character level Luck Supply chain Marketplace (how to sell, how long it takes to sell, how much it sells for) Labor (time/employes/contractor?) Gathering Storage Transportation Economy Magic Item lists Item rarity Mod/bonus lists Item types (normal items, item+, magic items) Item sockets Gems/Runes It seems to me some people just want to make their own weapons/armor, some want to mix an infusion of wormwood with powdered root of asphodel to make a sleeping potion, some want to stew an eye of dragon and the tusks of an umber hulk to infuse their armor with a magical effect/bonus, some want to run a business as a master craftsman, and some want to play a full economic game (or so it seems to me.) To me, a good crafting system is one that lets players play the characters they want to play and introduces unique options. I think it's best if a crafting system is more a part of the travel and exploration pillar than the combat pillar. To me, a bad crafting system is one that doesn't sync with the rest of the rules. Or one that allows gamification. Like one pet peeve of mine in D&D is having races with different longevity and different backgrounds have the same starting gold & equipment. I can have a master craftsman background but there's no mechanical impact from that choice - it's largely a ribbon feature without some extra effort to make it a functional feature over time. [/QUOTE]
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