Crafting Improvements

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Quidix
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Crafting Improvements

Post by Quidix » Sun Sep 20, 2020 11:13 am

I’m a fan of Arelith’s crafting system, and I really appreciate that it has already been given a good amount of work and depth.

Having engaged a lot with the system, I’d like to make suggestions to allow characters to specialise more in crafting, and ensure all trades are useful (as at the moment some are better than others).

I recognise this is a long list of suggestions, which is why I’ve numbered them for approval / rejection.

General
(0) Bulk crafting – Choose how many to craft of any item (1, 5, 10, 20)
(1) Crafting - Apprenticeship I, II, III: Grant an additional (5, 15, 25) Trade Skill Points (General feat)
(2) Crafting - Production I, II, III: Grant an additional (5, 15, 25) Daily Craft Points (General feat)
(3) Crafting - Specialised Racial Crafts: Opens crafting of racial-locked design for one race (Epic feat, pre-req SF: Craft Mastery, ESF:Craft Mastery)
(4) Crafting - Specialised Class Crafts: Opens crafting of any class-locked design (Epic feat, pre-req SF: Craft Mastery)
(5) Crafting - Master Artist / Herbalist / Alchemist / Carpenter / Tailor / Smith: Opens up a unique line of crafting with 2-4 designs for each respective trade (eg Master Artist opens up crafting of rings) (Epic feat, pre-req: Craft Mastery 20)

Art - currently a bit lacklustre as amulets are not useful to many classes
(6) General amulet options (eg natural AC +3/+4)
(7) Spell slot bonus amulets for other classes (eg wizard, sorcerer, favored soul, shaman, bard, paladin, ranger) at DC 30
(8) Mundane single-use widgets with strong spells which already exist in loot matrix, appropriately expensive at DC 45
(9) Off-hand tomes as a craftable category at DC 40
(10) Master Artist feat: opens up Rings as a craft category

Herbalism - need more interesting options beyond heal potions, especially high DC items
(12) Herbalist bag at DC 20, magical (-40% weight) at DC 35
(13) Remove blindness / deafness mini-pies at DC 30
(14) Wisp bottles at DC 45
(15) Master Herbalist feat: opens up Elixirs as a craft category (high CL buff potions for convenient long lasting duration at DC 40 such as CL 15 bull’s strength, CL 12 barkskin, CL 15 Mage Armor, CL 15 See Invisibility, CL 15 Protection against Alignment)

Alchemy - in a good place, but could benefit from more high DC items to encourage more investment
(16) +1d8 Temporary essences at DC 40
(17) +1d10 temporary essences for specific PvE categories at DC 40 (eg giants, undead)
(18) Master Alchemist feat: opens up Oils which act as affordable temp essences against specific PvE types (eg +1d10 temporary essences vs giants, undead)

Carpentry - in a good place
(19) Wand case at DC 20, magical (-40% weight) at DC 35
(20) Master Carpenter feat: opens up off-hand Rods as a craft category

Tailoring - in a good place
(21) More glove options would be a nice-to-have
(22) Hunting bag at DC 20, magical (-40% weight) at DC 35
(23) Master Tailor feat: opens up Belts as a craft category (currently close-to empty except Medic’s Belt)

Smithing - in a good place
(24) Mining bag at DC 20, magical (-40% weight) at DC 35
(25) Master Smith feat: opens up Sabatons as a craft category (ie metal boots)

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Irongron
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Re: Crafting Improvements

Post by Irongron » Sun Sep 20, 2020 1:33 pm

This is way too broad for a suggestion, as we really don't have an afternoon free to discuss this list.

I would strongly advise making single suggestions, or at most a list or 2 to 3.

Moving this to feedback, as that's really what it is.

Quidix
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 406
Joined: Sun Dec 30, 2018 1:49 pm

Re: Crafting Improvements

Post by Quidix » Sun Sep 20, 2020 2:03 pm

Sure - I'll make a much, much shorter suggestion.

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