Crafting, general philosophy

Development of standard ALFA palettes (ABR)

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Mulu
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Post by Mulu »

I like the idea of an expert class too, but I'd like to see it charted out, unless we are just going to use the 3.5 version. Then the question becomes, can only they craft MW and/or special materials, or are they just better at it?

As far as solo v. group, obviously most crafting, especially initially, will be done only for MW items, which will not require grouping up.
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Fionn
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Post by Fionn »

If 90% of your XP comes from swinging a sword, I'd expect you to level as a warrior class unless there's been some serious RP trying to learn to stand in the back and twiddle. If 90% of your XP comes from standing at an anvil, I'd expect you to level as Expert (presuming we have it). If we have a PC doing nothing but craft (not even sparring or scheming in the taver tavern), but leveling as a Tank, I'd say we have clear rules about metagaing.

I'd like to see Master Craftsman available as an Expert PrC. This would be required to work Adamantine or Mithril (or at least seriously lower the DC to do so).

Ronan - we care about this enough to make Expert?
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Ronan
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Post by Ronan »

Fionn wrote:Ronan - we care about this enough to make Expert?
I would ask anyone making the crafting system to make this, yes. But "we" are not making it ;) Though I know I'll probably end up spending a good bit of time on it, I hope the more interested parties will take the bulk of the work.
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Fionn
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Post by Fionn »

OK - to sum up:

Crafting should implement the Expert Class.

Mundane crafting will require skill points (this includes MW, but not special materials).

(psuedo)Magical crafting will require Feats &/or Class specific resources (Expert &/or spells).

In all cases, crafting is to earn no XP, and less gold than can be readily found adventuring. Hourly/RP XP scripts may award XP to crafters, but that is not related to this system.

Crafting GP\hr will be controlled by time - though not necc time IG. To prevent inflationary item production, (psuedo)magical crafting will be controlled by resources. The latter will form 'recipies' and be DM placed, though likely via pChests or scripts in the polished version.

********************

Tech will not be leading this, but will be happy to assist any person/team that wishes to tackle.
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ç i p h é r
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Post by ç i p h é r »

Finally. We've agreed on something. :)
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Bool
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Post by Bool »

I haven't followed the last 3 pages of this thread, but if Fionn's last post accurately sums up what has been decided, then it is a good result in my opinion.
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Post by Ronan »

Fionn wrote:(psuedo)Magical crafting will require Feats &/or Class specific resources (Expert &/or spells).
Probably just feats, or large increases in skill DCs. Spells shouldn't help, IMO.
Fionn wrote:Crafting GP\hr will be controlled by time - though not necc time IG. To prevent inflationary item production, (psuedo)magical crafting will be controlled by resources. The latter will form 'recipies' and be DM placed, though likely via pChests or scripts in the polished version.
More likely via persistant placeables the DM can plop down from the palette.
Fionn wrote:Tech will not be leading this, but will be happy to assist any person/team that wishes to tackle.
I think its more accurate to say tech will directing. We don't need someone to go to all this trouble and produce something which ALFA rejects.

Can anyone think of a better name for a "tinker" skill?
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Fionn
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Post by Fionn »

Spells are part of the recipie for magical crafting er DMG
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Ronan
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Post by Ronan »

For magical crafting yes, but not special materials. The fabricate spells and such should still require feats/skills, as well as time (the later being a departure from 3.5).

We still need someone to put together a list matching up spells to item properites, since NWN allows different things from the DMG. Why our crafting "team" didn't do that is beyond me.
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Post by Ronan »

If people still want to organize creating a crafting system in NWN2... You should start yesterday. We need feats, skills, and crafting materials in the basemod. Feats and skills I can probably wing skills and feats myself and get them close to correct. But materials and things are beyond my time to do.
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Fionn
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Post by Fionn »

Given the time required to get a PC up to the point of crafting, I'd say we've *some* time yet before we have to define the components. The script that checks for recipie certainly needs to be defined, and some sample recipies perhaps.

BTW - are we prepared to tackle Drowcraft?
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ç i p h é r
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Post by ç i p h é r »

Are the OE crafting scripts included in the toolset? Along with reputation and AI, these 3 systems are ones I'd like to take a closer look at before we create something from scratch.
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Fionn
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Post by Fionn »

I'll try to take a look tonight. It's a bit to get my head around - so close to VS2005, and yet so far ;)
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Blackwill
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Post by Blackwill »

Fionn wrote:Given the time required to get a PC up to the point of crafting, I'd say we've *some* time yet before we have to define the components.
Are you talking about crafting magical items again, or mundane crafting?
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darrenhfx
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Post by darrenhfx »

If we're talking about the mundane tasks of data entry to add the skills/feats required, sign me up.

If I can learn anything along the way, +++.
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