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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Crafting - Will they ever get it right?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5772739" data-attributes="member: 54877"><p>Depends on how you define getting crafting right. If you mean that they will roughly simulate the world via the crafting system and make it highly interesting, then I doubt it. A lot of what is simulated in such a system is inherently uninteresting, and thus has to be highly abstracted to even make it palatable to a lot of people, plus it conflicts with the rest of the assumptions of the game. This is why crafting in MMOs is seldom all that hot, either. </p><p> </p><p>What I would like to see tried is bringing the fantastical firmly into the crafts, so that crafting get elevated to roughly the same level as other parts of adventuring. That is, make the things you typically roll for in crafting dangerous and rewarding. So in comparison, take a warrior who is also this fantasy blacksmith:</p><p> </p><p>1. As a warrior, we don't roll to see him sharpening his sword or cleaning his armor. We don't play out every training/sparring session. We do roll to see if he kills the goblins before they kill him.</p><p> </p><p>2. As a blacksmith, we don't roll to see him making some horseshoes or beating a dent out of his shield or day to day business when not adventuring. We do roll to see if he wrestles the minor fire elemental back into the forge when it gets loose. </p><p> </p><p>Start with those kind of assumptions, and I think an interesting and playable form of crafting can be included.</p><p> </p><p>Edit: I think delericho's suggestion is the correct mechanical choice to implement what I said above. Simply add some rituals with real risks and corresponding rewards to the mundane ones.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5772739, member: 54877"] Depends on how you define getting crafting right. If you mean that they will roughly simulate the world via the crafting system and make it highly interesting, then I doubt it. A lot of what is simulated in such a system is inherently uninteresting, and thus has to be highly abstracted to even make it palatable to a lot of people, plus it conflicts with the rest of the assumptions of the game. This is why crafting in MMOs is seldom all that hot, either. What I would like to see tried is bringing the fantastical firmly into the crafts, so that crafting get elevated to roughly the same level as other parts of adventuring. That is, make the things you typically roll for in crafting dangerous and rewarding. So in comparison, take a warrior who is also this fantasy blacksmith: 1. As a warrior, we don't roll to see him sharpening his sword or cleaning his armor. We don't play out every training/sparring session. We do roll to see if he kills the goblins before they kill him. 2. As a blacksmith, we don't roll to see him making some horseshoes or beating a dent out of his shield or day to day business when not adventuring. We do roll to see if he wrestles the minor fire elemental back into the forge when it gets loose. Start with those kind of assumptions, and I think an interesting and playable form of crafting can be included. Edit: I think delericho's suggestion is the correct mechanical choice to implement what I said above. Simply add some rituals with real risks and corresponding rewards to the mundane ones. [/QUOTE]
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Crafting - Will they ever get it right?
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