RadiantPhoenix wrote:hyzmarca wrote:Technically, nothing you do in an RPG can be considered crafting, unless the minigame has the player physically forge a sword to specifications in order to obtain his +2 keen vorpal rapier (which would be cool, but expensive and time-consuming). No matter what, the player is just picking features out from a series of lists. It doesn't matter if he then pays a little extra GP to outsource his craft roll. It's really the same thing. Ordering custom material to specification is ultimately the exact same thing, mechanically, as paying extra resources for an autosuccess.
Crafting is the process of going from:
- Raw materials (that aren't just money)
AND
- A design
TO
- A finished item
VIA
- Something that feels like your character is actually making the item
there is also a cost that could be outside of materials as materials may be found without spending money. that cost is time, in the game that can result as downtime for the crafting character.
the reward could be something other than the crafted item as well. reward i dont mean as XP or treasure, but another useful skill related to the crafting.
arrows made during the night while the elf stands watch over the campsite is downtime but not something that bothers people. the time it takes to stand and forge a sword could be hours or days.
there could be a temporary bonus say for a fighter who forges a sword, even normal; that his strength is up 2 points for X days after finishing crafting for the exercise done during the crafting process.
some bonus like that might give incentive to crafting if NOT abused, and make the downtime to craft something a little less negative looking.
just an idea that would need further developing in any sort of "crafting" and would need this "temp bonus" tailored to the crafting itself.
for basketweaving, maybe +X dexterity for a day as another example.