Post
by thunteater » Mon Mar 24, 2014 10:57 pm
Still a good chunk of blueprints to do, but if you look under the weapon components portion near the bottom, you can begin to get an idea how crafting will work..
I'm also getting the idea that I'd be better off moving these recipes to my website, and creating individual pages for each material type, instead of posting them in this thread constantly.. or at least, making their very own thread, because.. Damn.
<--- Might be a little -too- overly ambitious at times. Still, once I have all the basic recipes done, all it requires for you to learn new ones, in most cases, is simply making that new recipe, or altering a current one. Crafting is component based, if you can't tell from the recipes. You'll have an overall blueprint for an item, and then you choose what components to add to it, which modifies its base stats. For instance, with a Dagger having the following stats:
1d6 Damage
20 Durability
-1 Attacks Per Round
1 Foot Range
+1 Chance to Hit
Crafting it from full Animal Bone components [The lowest grade of Bone Material] (Bone Short Blade, Bone Small Hilt) Changes the stats as follows:
1d7 Damage (Bones give a higher damage boost than Wood objects, and slightly less than Stone)
12 Durability (You can strike something 12 times before it breaks. Wood is more Durable than Bone, and Bone is more Durable than Stone.)
+2 Attacks Per Round (Bone is lighter than both Stone and Wood, giving a total of +3 Attacks Per Round Bonus to finished items, in the case of Daggers. Of course, More attacks means more durability loss. Your Weapon Skill actually lowers your chance for durability loss, the higher it goes.)
1 Foot Range
+1 Chance to Hit (Bone Small Hilts do not give a good To-Hit Bonus, the longer your grip, the higher your To-Hit Bonus will be, but the slower your weapon will swing.)
Of course, this is just a basic Animal Bone Dagger. You could then customize it further by adding a Bone Guard to the Hilt, increasing your hand armor class slightly, and giving a small boost to your parry skill, or you could add some Deer Hide Leather Wrapping to the Hilt, increasing your To-Hit Chance by giving yourself a better grip, and you can slightly increase your swing speed, damage, or other miscellaneous stats, by adding a specialized pommel to the bottom of the hilt.
That's not even counting the enchantments that can be placed on each individual component, the components you can mix and match, the dozens of materials that can be utilized on it, and the consumables that can buff it temporarily. Then there's the fact that, while you're crafting, if you get a critical, you have just crafted a Masterwork item. While Components and such shall simply be called Masterwork items and get small bonuses, equipment that is Masterworked while it is crafting will result in me giving you two options.
Option A, I name it and give a description of it for you.
Option B, you name it, and you write the description of it.
Either way, Masterwork Weapons and Armor get a small buff, which is made even greater if..
Well, just imagine making a Masterwork Hilt, a Masterwork Blade, a Masterwork Guard, a Masterwork Hilt Wrap, and a Masterwork Pommel, then placing them together and somehow managing to get a Masterwork Sword. Needless to say, such a weapon, even if it's only made of wood or bone, is pretty much borderline legendary (And that's not even getting into if you had managed to get each component enchanted prior to constructing it.)
In short, it's a crafting system that, as someone who enjoys playing pure crafters in most MMORPG's, I am very fond of.
Last edited by
thunteater on Mon Mar 24, 2014 11:55 pm, edited 3 times in total.