All sounds pretty straightforward, but none the worse for it. I just want to raise one point:
To begin crafting, you must find an appropriate crafting location.
I've always found it really bizarre and silly in games that you can just wander up to some blacksmith's forge, elbow him out the way, and start working. I'd really appreciate it if you actually had to gain the right to use these locations from their owners (options could be owning one yourself in player housing, paying to rent the use, included with board at inns, or being allowed access from a friend, for a few examples).
Or... another option could be that the crafter works better with better tools. A crafter with full access to a magnificent workshop faring far better at their work than had they done it on some hamlet's back-yard anvil. And/but the PC might be allowed to carry a small [8 pound?] anvil for in the field emergency crafting ~~But that would only make sense if items degraded beyond damaged (which I wish they would).
Here is an idea: What if items that made it to 'damaged' (or severely damaged), became vulnerable to breakage in heated combat with a better blade or mace; your heroes' damaged longsword snaps parrying the ogre's war-mace... Possible (or I should say probable, mostly because it was in such bad condition). A hero could stop [even mid-spelunking] and repair his equipment (with light-duty tools) to repair it enough to not likely break before they get back to town.
**Speaking of breakage and my wanting items to potentially break... Arx Fatalis had [IMO] a grand repair and crafting system, that allowed for casting ore into ingots, and ingots into swords; and/or working blanks into blades on the forges, to just simple repair work. One thing though... In Arx Fatalis, the skill of the PC affected the quality of the repair; in many cases the PC could improve the item's condition, but incompetence would ultimately damage the item's maximum condition ~meaning that repeated repair work on the same item would render it [overworked] junk over time; unless they were master craftmen; [like the blacksmith was].
I like the idea that a PC's crafted magic weapon could run the risk of breaking if greatly neglected. I do recall times in Baldur's Gate 2 when my PC might have a weapon break, and them have to switch out for anything at hand ~even if they were unfamiliar with it. Like a grandmaster swordsman suddenly without a blade, and scrounges a mace; or lesser quality sword until they can get a new sword.
Another aspect was that in BG2, there were creatures that could not be harmed by swords (or even magic weapons)... this would cause a great sword fighter to have to resort to a conventional mace to put dent them. Now imagine they are in the thick of it an their only non-magical mace breaks.
Such a shift in tactics could never happen if the players were assured they would never lose any equipment.
Edited by Gizmo, 02 July 2013 - 11:20 PM.