I went to bed thinking about three threads:
sandbox-crafting-concept
quality-crafting-materials
crafting-items-n-stats
Upon waking I found I’d been dreaming about crafting, professions, and gaming systems while I slept…
So here goes… While posting I also came across this which also fits in nicely…
Basically, the notion just boils down to “what if there were speciality infrastructure items, as well as the basics?”
So there are skills, those skills progress. As a skill progresses, one “unlocks” customized tooling that helps with the profession:
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a general workbench exists, and oven. anyone can discover the recipe and make them, with them they can craft more complex items: arrows, sling bow, or smelt ores. The basics…
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However, there is a skill for bow making, and smithing (at higher levels weapon smithing and armouring specialities), Now these skills, unlock specialty tools/infrastructure: a bowyer’s workbench (which combined with skill could confer a range bonus, or damage bonus, or specialty effects (with a proper recipe) to items crafted on it. a smelting furnace (higher quality ingots) to craft more durable items. an anvil, weaponers anvil, armorers anvil… I think you see where this is going…
This would tie crafting, into skill progression and naturally create professions without needing an artificial “class” system. In addition. Each professional would be unique. One smith may specialize in just sword making and become a “Master”, another may choose to scatter levels around in general smithing, maybe some armouring, a little weapons crafting.
Other’s would choose to specialize in baking: foods that convey healing or stamina bonus’ and sell them or others as a Healer, some baking, but also potion making, herb lore, etc.
Artisans to create swag…
A warrior may specialize in his fighting skills, dodge, attack, defend, (translated as fighting bonuses) and know enough to repair or make a basic weapon, but would want to seek out a weaponsmith or armorer to properly equip themselves.
Merchants could decide to sell the wares of many craftsmen for coin, and travel to seek out the best craftsmen’s wares an bring them back to their city.
The specialty infrastructure also would make cities and houses grow organically. Not every house has just a bed, a storage room (with chests), a workbench, and a few ovens. there’d be speciality rooms for the making of “specific items of quality”. Anyone could learn to craft a healing potion, or a bow, or a hammer, etc. but the “good stuff” comes from the specialty benches.
The possibilities are almost endless.
What do you think? I think it would add depth, and provide for unique cities, in-game culture, Role-playing, and diverse groups. Not a bunch of “adventurers” (a paladin, ranger, cleric and mage join together to quest for artifacts of the Oort, which they sell to get money to buy better equipment, so they can go find some more stuff to sell…), instead you may have a merchant, weapon smith, and healer, hire some body guards to seek treasure for greater knowledge or to sell for profit.