Material Properties crafting (Overhaul suggest)
Posted: Fri Oct 11, 2019 10:57 am
Coming from the thread of Renaming Masterly Damask, It inspired a (Probably quite silly) but entertaining thought.
What if Crafting Recipes were made Bog-Standard and instead the Materials used added properties to a base template?
An example of the idea, if the poor explanation above dident' make sense.
Sword (Template) Smithing : 15
Blade Slot
Guard Slot
Handle Slot
Sword Blade (Tier 2) Smithing : 30
Ingot Slot - Adamantium Ingot (+3 Enhancement)
Ingot Slot - Greensteel Ingot (Keen)
Blade Properties - + 3 Enhancement (Adamantium) +1 Rune slot Tier (Adamantium) Keen (Greensteel)
Crossguard (Tier 3) Smithing : 45
Ingot Slot - Adamantium (+3 Damage)
Gem Slot - Emerald (1d4 Acid Damage)
Crossguard Properties - +3 Damage (slashing) 1d4 Acid damage
Handle (Tier 1)
Wood Slot - Ironwood (+Bludgeoning damage)
Handle properties - Additional damage type : Bludgeoning
So in total the finished Sword would have the following properties
+3 Attack bonus
+3 damage (Slashing)
1d4 Acid
Keen
Additional damage type : Bludgeoning
OR
Add a few recipes of various Tiers with material component slots which add up.
Sword : Tier 3 (Smithing 50)
Ingot Slot - Adamantium (+3 Attack bonus)
Ingot Slot - Greensteel (Keen)
Ingot slot - Mithril ( +4 Damage )
Material Slot - Beljuril (Runeable)
Material Slot - Dragon Oil (able to take two Perma-Essences)
I hope that made some semblance of Sense? I'm proposing individual items / materials be given set properties, that when combined into an item, Weapon, Armour or Jewelery they create something almost entirely unique.
Thoughts? It's likely not going to work due to the effort in coding required, but Would it be something to ponder?
Different materials and the balancing is something that could be suggested here too?
What if Crafting Recipes were made Bog-Standard and instead the Materials used added properties to a base template?
An example of the idea, if the poor explanation above dident' make sense.
Sword (Template) Smithing : 15
Blade Slot
Guard Slot
Handle Slot
Sword Blade (Tier 2) Smithing : 30
Ingot Slot - Adamantium Ingot (+3 Enhancement)
Ingot Slot - Greensteel Ingot (Keen)
Blade Properties - + 3 Enhancement (Adamantium) +1 Rune slot Tier (Adamantium) Keen (Greensteel)
Crossguard (Tier 3) Smithing : 45
Ingot Slot - Adamantium (+3 Damage)
Gem Slot - Emerald (1d4 Acid Damage)
Crossguard Properties - +3 Damage (slashing) 1d4 Acid damage
Handle (Tier 1)
Wood Slot - Ironwood (+Bludgeoning damage)
Handle properties - Additional damage type : Bludgeoning
So in total the finished Sword would have the following properties
+3 Attack bonus
+3 damage (Slashing)
1d4 Acid
Keen
Additional damage type : Bludgeoning
OR
Add a few recipes of various Tiers with material component slots which add up.
Sword : Tier 3 (Smithing 50)
Ingot Slot - Adamantium (+3 Attack bonus)
Ingot Slot - Greensteel (Keen)
Ingot slot - Mithril ( +4 Damage )
Material Slot - Beljuril (Runeable)
Material Slot - Dragon Oil (able to take two Perma-Essences)
I hope that made some semblance of Sense? I'm proposing individual items / materials be given set properties, that when combined into an item, Weapon, Armour or Jewelery they create something almost entirely unique.
Thoughts? It's likely not going to work due to the effort in coding required, but Would it be something to ponder?
Different materials and the balancing is something that could be suggested here too?