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  1. #1
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    Default Materials Crafter

    So, one idea came to mind, what of a crafting profession that just produced unbound crafted blanks in a very wide variety of materials...

    The current list of materials in the game are:
    Basic (default), Mithral, Darkweave, Darkleaf, Adamantine, Flametouched Iron, Darkwood, Densewood, Dyeshk, Cold Iron, Alchemical Silver, and Greensteel.

    To not completely outshine the raid Greensteel items (if that's even possible), there would need to be a lesser variant, that ONLY gave the greensteel item properties damage, but not the +5 enhancement bonus, and only use the greensteel item properties for weapons. To avoid confusion, this material should be called Lesser Greensteel. Also, Lesser Greensteel would make for an excellent high level carrot.

    Rifling through the 3.5 DMG, Dragonhide armor can be added to the list. I can't comment about the 3.5 Ebberron campaign setting, I don't have that book XD

    If Turbine's willing to pull info from the Arms and Equipment Guide (D&D 3.0, ISBN: 9780786926497), there are even more materials to choose from.

    There's enough substance here to create two more grinds, armor and weapons, giving crafting even MORE options.

    Also, at high levels, the crafters could have an option to take a blank and loose the binding restriction on it, from BtC, to BtA, or even unbound.

    So, thoughts?
    Last edited by Almagnus1; 04-19-2011 at 01:55 PM.

  2. #2
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    Default

    Greensteel's properties are: Evil damage type and eats your face?

    Why would someone want items that eat your face?

  3. #3
    Community Member Dragavon's Avatar
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    Default

    As if we need another grind

  4. #4
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    Default

    Quote Originally Posted by WielderofGigantus View Post
    Greensteel's properties are: Evil damage type and eats your face?

    Why would someone want items that eat your face?
    Weapon base damage is improved (up a dice category), so 1D6 becomes 1D8, etc...

  5. #5
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    Default

    Quote Originally Posted by Dragavon View Post
    As if we need another grind
    Well, if you want to make crafting skill persist through TR, you either need to make crafts interdependant to each other and for the players to choose only one, or there's enough grind between all of the options that becoming completely self sufficient takes years. Too much grind, and the system gets ignored, too little, and it's trivialized.

    That would also mean that performing a disjunction is something that only a material crafter could do, because only they should be able to make blanks, to keep that craft relevant.

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