Class Locked Recipies - Why do we have them?

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miesny_jez
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Class Locked Recipies - Why do we have them?

Post by miesny_jez » Sun Sep 19, 2021 9:31 am

Hi,

I like crafting in Arelith and do it really a lot.
But with the recent redo of Warlocks and additions of specifically tailored items to them I started to ask myself what is the exact purpose of class locked crafting recipes?

Race locked recipes i understand completely but class locked recipes serve only a purpose of limiting availability of items (driving prices up) or tying a character into a specific crafting discipline - this simply has no sense.

Same story goes for "Requires X level in Class X to craft" why?

Edit:
By class locked recipes i mean: "Requires X class to craft this item"

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Re: Class Locked Recipies - Why do we have them?

Post by Skibbles » Sun Sep 19, 2021 1:26 pm

Limiting availability is the sense. I think it's kind of cool that a hexblade has to get their hands on actual holy armor made by an actual paladin and then deliberately corrupt it. It's neat, and could make for an entire story arc.
Irongron wrote: [...] the super-secret Arelith development roadmap is a post apocalyptic wasteland populated with competing tribes of hand-bombard wielding techno-giants, and strewn with the bones of long dead elves.

So we're very much on track.

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Re: Class Locked Recipies - Why do we have them?

Post by Killer on the drive home » Sun Sep 19, 2021 4:44 pm

Admittedly, getting a hookup for that armor was otherworldly levels of hard and "look I'm evil on the Surface." Because I was a seekret hexblade, I was always lacking for the ac I needed.

To be clear, many irl days between any kind of interaction towards, and many HUGE timezone struggles.
Unwanted, too slow
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Archnon
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Re: Class Locked Recipies - Why do we have them?

Post by Archnon » Sun Sep 19, 2021 8:08 pm

Because the system is quite simply designed to compel you to trade with other people. It is a good thing. Think of it like a .... game.

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Re: Class Locked Recipies - Why do we have them?

Post by xanrael » Mon Sep 20, 2021 5:35 pm

Archnon wrote:
Sun Sep 19, 2021 8:08 pm
Because the system is quite simply designed to compel you to trade with other people. It is a good thing. Think of it like a .... game.
I'm not sure I agree given the question was specific to class locked recipes, not trade skills in general.

I know from my personal mindset at character creation if I see a class-locked recipe I really want I'll just make sure my character can craft it themselves* as opposed to trust in another's availability in my timezone. If instead the item is opened up to anyone to craft then generally I'm willing to focus elsewhere and seek out a skilled blacksmith/tailor/underwater basketweaver/etc.

*Yes I realize there is that hexblade item where this doesn't hold true, the thread wasn't specific to that and I view that as an outlier as opposed to the norm for class-locked recipes.

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Re: Class Locked Recipies - Why do we have them?

Post by miesny_jez » Tue Sep 21, 2021 5:25 pm

Trading between people happen irrelevantly of the class locked recipes.

From how I see it class lock recipes do actually quite the opposite instead of enabling more trade, it locks people down into a choice scenario of "Class = X Trade" because those class restricted items are simply way more powerful then any other options available. If a character is more or less leashed into a specific trade discipline due to this the effect is that there is less trading between people, less of a need to interact.

The other thing is a RP sense and simple convenience logic of this, a crude example:

Why would a Nimble Dex character who lives by acrobatics work in mines and work at the forge in the first place?

And why cannot a Master smith/Tailor or other expert in his crafting discipline handle creation of an armor with additional gem/rune/whatever over what he does? He's already an established and a well known expert, specialist.

The opposite situation where no class restricted crafts exist is simply not only cleaner from RP sense but also gives more freedom to people and Encourages trade interaction.

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Re: Class Locked Recipies - Why do we have them?

Post by miesny_jez » Tue Sep 21, 2021 5:37 pm

An example of a Good handling of craft restricted recipies are the poisons.

Initially some of them were locked to Assasin class - result was there were literally no poison selling shops whatsoever.

Now its based on "Poison immunity" feat and in some specific case Race locked int Drow.

And this is great, not only it has sense but allowed for poison shops to actually surface up and they show up more or less regularly around.

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