Crafting vs Character Professions
Hey gang, I'm new to the forums and am looking forward to contributing to the awesome discussions here. I've read a fair bit already, but there's so much on here that I hope I don't cover old ground. You'll let me know if I do, won't you? So with that, here's my two coppers.
In my experience with crafting, it seems it comes down to two obvious but fundamental scenarios:
· Forging new items from exotic base materials (e.g. Mithril, Dragon Hide, Treantwood etc.)
and
· Bestowing/Upgrading magical properties upon existing items, regardless of their base material.
The first option demands moderate to high level blacksmithing skills for arms and armour. For other items such as boots, belts or gloves, a leathersmith might be more appropriate. And a jeweller or silversmith for all your amulet, headband, and ring crafting requirements.
The second option calls for moderate to high level magical ability, with the likely addition of alchemical skills. Maybe that powerful item you wanted has ingredients such as Lich Dust or Scorpion Venom that need to be distilled.
Now, here's the thing.
Why not assign Professions at Character Creation that help solve some of the plausibility problems with crafting in the game world? There have been many comments about character starting age, and that the default 18-21 year old human with no life skills is an outdated concept. Why not have the option to play an older character who has already completed his or her apprenticeship in one or more professions?
Maybe they could choose one primary and one secondary profession.
- Hunter
- Healer
- Herbalist
- Alchemist
- Blacksmith
- Soldier
- Jeweller
- Leathersmith
- Seamstress
- Scribe
- You can see where I'm going with this.
Maybe your 30 year old ranger's primary profession was as a hunter, who then acquired skills in leathersmithing.
Or a fighter who served with the local militia, but ended up repairing armour on the side. (Soldier / Blacksmith).
Or the seamstress turned healer, who can sew beautifully tailored capes, cloaks and tabards, but also concoct basic curative potions and poultices.
Hopefully, you can see where I'm going with this too.
So both primary and secondary professions award respective bonus points towards appropriate skills. But more importantly they have some effect on your roleplaying and crafting options, and they allow you to grow as you gain in levels.
It's likely you'll still need to visit an accomplished blacksmith for all the high end expensive items. Or other crafting experts for non-combat items. But at least entertain the idea that the characters would have most likely had some type of profession in which they were capable of crafting basic items.
And in the case of upgrading magical properties, as long as it scales appropriately with say, the average party level, then you shouldn't end up with overpowered items. Remember: you're not competing with the in-game items, you're just tailoring them to suit your play style.
NWN2 had some interesting crafting ideas, but was somewhat frustrating. If you wanted to look at crafting in detail you had to consult the wiki and draw up a spreadsheet of who had what skills, feats and spells to craft certain items, not all of which were possible.
Whatever method the devs choose, I just hope it's intuitive and mature, and understands that people are resourceful when a need arises. Just because someone was a carpenter or wagon-maker years ago doesn't mean they couldn't craft a shield today. Similarly, an ex-jeweller should be able to combine a silver nugget, a mold, a coal fire, and a gemstone, and at least roll to see their chances of crafting an amulet successfully.
Ok, that was more than two coppers, but there you go.