Bear in mind those are just my recommendations. I come from a very formalist background, particularly when working in a group setting like this. When I've worked through things here, I've a) tried to figure out the rough specs I should be working to, even in just broad terms, b) demonstrated meeting those specs, c) aimed for reasonable buy-in from interested parties, and d) documented like crazy. But if you just kind of produce something and wonder why people don't fawn all over it (and coming back with the knee-jerk "omg everyone in ALFA is critical!!!11!one" is even worse), well, that's kind of why.Rick7475 wrote:Well, in that case, no point in building anything at all. This would be more work that the builders of all the other crafting systems engaged in.
No point in even having the vote. Why keep teasing the ALFA membership when you will set so many standards that no one will ever want to build for ALFA?
Let's be very clear on this. You can screw up crafting pretty bad if you're not careful. You can also err on the conservative side and make the documentation side of things a relative breeze, and find no one uses it in game cause it's more or less worthless. When it'll probably be the most "hassle" is when it kind of skirts the line. Given the number of insane implementations of crafting there are, I figure everyone understands it's not a binary thing. There are a boat load of things you can tweak along a continuous spectrum.
Any designer's gotta understanding with crafting the in-game ramifications of what they're doing and the combinatorics potentially involved. If there are more or less valuable things that are partly or heavily dependent on resource population models, they've got to hedge strongly against that in their builder guide. If there are particular recipes that might be sketchy, you can either customize the odds/resource system or you can put it in the hands of builders ("don't put the mithral two zones from town, for example").
When I said I don't care, don't think that I don't fully recognize the value of a pre-built, ALFA-standardized auto-static. On the other hand, I also recognize how bad you can screw it up (if you're craft-happy and turn it into a cash cow), and how worthless it can be (if you take very conservative philosophical interpretations of time and tie it to DMG values) in the other direction. It means that somewhere in the middle, just from a design perspective it's a pretty hefty intellecutal challenge. Then you get the uncontrolled feature of how a builder chooses to implement the resource model, which again can take normal things and generate unforeseen consequences. So even when your work's done... there's more still to go.
Different people draw that cost-benefit on their time commitments differently than I do. For me, expanding NWN's domain system was worth the effort. For me, mundane crafting would not be, but I will be happy to work on the design/theoretical side with anyone willing to take it up as a project, and I'm sure I can cajole Standards at large into the same.