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View Full Version : Expanded crafting options, mundane items and consumables.



TheAlicornSage
10-07-2022, 03:38 AM
I'd like the ability to craft base items, such as swords, and especially if we can choose which of the available models to use and maybe even the color palette.
Use a minigame to dictate the tier (capped by the character stats of course). And as base items, let them be unbound by default.

Some of the items, especially armor, seem to have sub-components. Let us craft these parts and include or exclude them as we choose.

Use the collectables but instead of requiring specific collectables, let the collectables we use dictate certain aspects, such as maybe the collectables chosen dictate the color.

Of course, higher grade collectables result in higher tier gear. Personally I say combine this with stats and, if possible the minigame, to dictate the tier so we can compensate for the lack of good mats with high enough stats, but we can also compensate for the lack of stats with good enough mats, and the absolute best gear require both high stats and high mats.

Additionally, lets us make wands, potions, and other similar things. Heck, with all the collectables, ingredients, gems, and other small items in the game, we could easily get a deep explorable crafting system where different items used can impact the exact stats of the items. For example, the caster level and DC of the items are obvious variables that can be impacted, but maybe allow other factors to be impacted such as metamagic effects and even other aspects such as the swinginess of variable values, so one ingredient combo might result in 1d3+3 while another might result in 1d6 instead. Overpowered components might change a d6 into a d8. Stuff like that. Then, make it so each of these effects negatively impact each other, so one can't have the best of all these, but rather must find the right ingredients to get the desired balance, which different choices having advantages and disadvantages, making none the absolute best.

Power components can be added to chest reward lists to give another something to complete quests for.

Of course, I don't know the data structures of the game and thus I don't know how easy or hard it would be to implement different factors, but if interested, I could write up a draft.