CleverNickName
Limit Break Dancing (He/They)
For reference, I recommend Dragon Age's crafting system. I like that you have to collect schematics and rare ingredients, and then find, purchase, or build the proper workstation, before you can start making stuff.consideration: should not be more complex than most video game crafting system.
And I also like Mass Effect, and how you can reduce items into "gel" that is used to make other items. This could be an interesting way to upcycle magic items into more useful things as the party outgrows them. The existing enchantment on a magic +1 dagger could be transferred to another item somehow, or used as an ingredient. "In order to craft a cloak of protection, you need a protection enchantment to build from. A magical shield or suit of armor will suffice, but it will be destroyed in the process."
I would avoid Skyrim's crafting system completely...especially the alchemy and smithing. Being able to crank out multiple identical objects quickly, then sell them for a small fortune, is ridiculous. The enchanting is slightly better, requiring you to collect parts of creatures (trapped souls, in this case), but it is still too easy to spam it for insane profit.
EDIT: I don't want to be too harsh on Skyrim, because there are some merits to their crafting system. Having separate "skill trees" for alchemical items/potions, mundane items, and enchanted items is a really good idea. In D&D terms, this could be expanded to also include Cooking, Scribing, and whatever.
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