Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Because there are too many crafting/profession skills for each to have its own forum.
Navi
Posts: 350
Joined: Sat Apr 18, 2020 7:07 am

Re: Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Post by Navi »

Perhaps you could split up profession recipe and part recipes. Part recipes are learned at any point, and use recipe points. Profession recipes are the finished goods, and are only unlocked when certain skill ranks are reached in their related areas. Some examples might be as follows:

Shoe Cobbler: Recipes for shoes, boots, and sandals are unlocked when your leatherworking, tailoring, and woodworking skills get to a combined total of 100, with 40 being the max any single skill can contribute.
Chandler, maybe pottery, woodworking, weaving, total 100, 40 being max any skill can contribute.
This could probably be expanded upon, but the idea is to inspire, not to create a fullproof system. Hope this helps.
wander without wanting, thrust into lands unknown. the shadows shift and change, and the worlds with them.
I'm not a soldier but I'm fighting
Can you hear me through the silence?
I won't give up 'cause there will be a day
We'll meet again
User avatar
ThresherAle
Posts: 75
Joined: Sat Apr 20, 2019 10:35 am
Location: Shadgard
Contact:

Re: Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Post by ThresherAle »

Irylia wrote: Wed May 06, 2020 4:07 pm This might be a bit radical but
radical.png
(117.84 KiB) Not downloaded yet
(For screen readers: A crappy black-and-white drawing of grinning t-rex in shades and a Hawaiian shirt giving a thumb-up while riding a surfboard on a crashing wave, with the word "RADICAL!" above. The sun in the top-left corner is also wearing shades.)
A black entity asks, "What goal is that?"
A sunset-orange entity says, "Gettin you to take a bath."
A black entity says, "I look forward to one of these boxes blowing up in your face."
kaede
Posts: 3
Joined: Fri Oct 16, 2020 9:34 am

Re: Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Post by kaede »

Personally I would love this, too. I picked up pottery and there are so few recipes or useful things, that i can't help but regret taking it...
User avatar
Rias
DEV
Posts: 2024
Joined: Sun Sep 03, 2017 4:06 pm
Location: Wandering Temicotli

Re: Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Post by Rias »

The only thing I'm really stuck on at this point is how to determine quality for the various types of crafts. Higher qualities than average, I mean. If they're all under the same skill it's going to require something additional. The affinity system is a possibility, and I've been working on that. Another possibility is having craft specialization abilities. So you want to make some above-average-quality food? Take the Cooking Specialist ability. Maybe allow the possibility of either?
<Rias> PUT ON PANTS
<Fellborn> NO
Ephemeralis
Posts: 87
Joined: Fri Oct 16, 2020 10:29 am

Re: Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Post by Ephemeralis »

Perhaps bundling the whole thing into a 'Handcrafting' skill and having quality be determined a combination of primary attribute (agility for finer-tuned touches, intuition for things that require more cerebral workarounds, strength for stuff that just needs a bit of brute force, etc), overall practice level and a product of component quality might just work.

Alternatively, you could silently track practice for each handcrafting "subskill" and use that as the primary quality modifier. If you do a lot of pottery out of Handcrafting, you naturally get better at it over time, etc.
User avatar
nobody
Posts: 501
Joined: Wed Jun 17, 2020 7:43 am
Contact:

Re: Proposal - Consolidation of Lesser-Used/Non-Used Professions Skills

Post by nobody »

In terms of affinity vs ability, both systems support a craftsperson equally well if they wanted to not make anything of above average quality or if they wanted to make only one sub-craft produce above average quality. The differences become more apparent with two or more sub-crafts producing above average. My understanding is that the affinity system is supposed to be more fluid than abilities (abilities can be changed up at a rate of 1/month, while affinities could be changed at least daily). If changing affinity has a riln cost, it'd be a possible riln sink, otherwise I'd suggest going with abilities for unlocking higher quality because my read on affinity is that it'd be roughly equivalent to not requiring an affinity at all.
Post Reply