Crafting skill points
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Yeah, I think it is in everyone's book. The crafting system was pretty well balanced, it just wasn't implemented. If you're curious go back and read the threads in Standards and Crafting forums, you should have access to all of them. I no longer do.paazin wrote:When someone makes 5 enchanted swords in the same amount of minutes, that's lame in my book.

I believe Masterwork and rare materials (though CWI, aka pig iron, is actually cheaper and more plentiful that steel....) were available for crafting, assuming you can get the materials.
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That's what I'm talking about!Twin Axes wrote:Limit crafting to MW items. Make it a quest to get something enchanted.
As for enchanting, I wound't mind the quest one bit, but assuming a toon reaches a level high enough to do it him/herself (and took the requisite feats/skills) I think they should be allowed to do the job (appropriately RPed, of course, like we had to do in pnp).
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<BH|werksux> I prefer the trumpet or clarinet
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Crafting components are not available ingame at this time. This makes it very easy to activate the existing Crafting System built-into NWN2. DMs can easily control availability of components to ensure particular items cannot be made without some DM-chosen scenario that provides the component(s) needed.
Just put it into effect and let DMs be DMs, players be players, and crafting be something that includes the ability to make anything, within the restrictions of the Crafting System (level, skill and component dependencies) and the whims of the DMs who are 'knowledgeable' about the wealth standards of ALFA, and who hold the crucial components.
I just don't see the need to recreate the Crafting System, or put convoluted restrictions, when the key to management of it is in component availability. Make components a draw for characters to enter into campaigns, adventures, employment, or servitude.
Let it be a carrot that DMs can dangle in front of players.
Just put it into effect and let DMs be DMs, players be players, and crafting be something that includes the ability to make anything, within the restrictions of the Crafting System (level, skill and component dependencies) and the whims of the DMs who are 'knowledgeable' about the wealth standards of ALFA, and who hold the crucial components.
I just don't see the need to recreate the Crafting System, or put convoluted restrictions, when the key to management of it is in component availability. Make components a draw for characters to enter into campaigns, adventures, employment, or servitude.
Let it be a carrot that DMs can dangle in front of players.
Yeah, special materials crafting, CWI, alchemical silver, etc., is already implemented in the base game in a very fair manner, just restrict access to the materials. The level requirements are already pretty steep in fact.
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