Crafting Mastery Changes

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Reikenbach
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Joined: Fri Jan 20, 2023 2:46 am

Crafting Mastery Changes

Post by Reikenbach »

As fun as it's been to see specialized crafters burning through work like no tomorrow, I believe the recent changes to crafting mastery are going to exacerbate a more long-term issue of Carpenters, Smiths, and Tailors having trouble finding consistent work, relative to how quickly they can complete projects. Alchemists and Herbalists have the advantage that their products are predominantly consumables, meaning they can encourage more casual consumption of potions, essences and such by lowering prices. The three tradeskills that focus on equipment, by contrast, already have difficulty finding regular outlet for their crafting points other than repairs (and repair kits are considerably more efficient in terms of CP-to-Durability). There are of course several craftsmen I could point to who get steady work in these trades, but the average is generally that Equipment-Crafters have less to spend their CP on than Consumable-Crafters. Art-Crafting is the exception, since it is distributed fairly evenly between equipment and consumables, while also having a constant supply of raw gems to process as a fall-back.

A solution I'd propose is giving Carpentry, Smithing, and Tailoring a small number of consumables they can craft oriented toward the equipment they produce. Nothing as ubiquitous as essence or potions of freedom/heal, of course. Something along the lines of whetstones and armor polish for Smithing or rosin and liniment for Carpentry, letting them apply effects like low-grade Massive Criticals. They could even require T1 Runic Materials as a way to remove the constant excess in the markets.

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Kenji
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Re: Crafting Mastery Changes

Post by Kenji »

OP has some great ideas to start with. However, whetstone would make more sense in Art Crafting (with stone shaping instead of metallurgy) and rosin/liniment in herbalism (collecting, melting, mixing, and processing resin/oil).

The other concern would be a small amount of power creeping (further buffing 18-20 x2 weapons) with the massive critical given away (unless we scale it based on threat range). But overall not too much of a concern.

Fishing hooks are the sort of consumable craftables for forging, as an example. So perhaps we can introduce more crafts related to everyday functions within a medieval fantasy setting.

Horseshoe - something to do with mounts; once we overhaul the mount system

We should also remember that sometimes consumable culture can be detrimental to "fun." A prime example is the ammunition bundle system before the bundles were freely given out via ammo feat. Ranged characters required constant resupply, which detracted the experience.

To reiterate, we should consider making new crafts that augment the experience of medieval fantasy everyday life. Does anyone have any further ideas?

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Amateur Hour
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Re: Crafting Mastery Changes

Post by Amateur Hour »

Just to throw my own two cents in here, it seems like every sailing crew is desperate for a carpenter, and a carpenter aboardship gets a share of the loot. Granted, this doesn't help if you're a carpenter who doesn't want to sail or can't find a crew for other reasons.

Secondly, with the removal of hard-5, the situation for tailors is about to get a lot worse. I played a tailor for the last two years, and the majority of what I produced was cloaks and boots and whatnot for hard-5ing. Now, people will just buy the one.

I wonder if, now that (at least from what I can see, I could be wrong) gear will be becoming massively more expensive to enchant with the new system, it might be worth considering consumables that provide temporary runic-like bonuses to items that aren't fully enchanted? I'm not entirely sure how that would work mechanically, though.

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Algol
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Re: Crafting Mastery Changes

Post by Algol »

I know this is not a suggestion post but, I have a few ideas for non power creeping I know this consumables.

1) Comfortable Shoe Soles, Tailoring, Increases movement speed by 10% for 15 minutes

2) Spare Bag Straps, Tailoring ,Increases weight carry limit by 2 str scores for 15 minutes

3) Spare Platings (Iron, Steel, Mithril), Blacksmithing, Gives 3/(+1,+2,+3) dr for 15 minutes

4) Remove the class requirement from thieves tools, add open lock skill requirement instead

MRFTW
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Re: Crafting Mastery Changes

Post by MRFTW »

Start making caster gear actually need repairs and smiths and tailors will be busier ;)

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