Shops and crafting are gonna be easier and cheaper in V2, right? Because, while it wasn't useless to craft items last game, the description was vague, the cost (for a shop) was quite high, and the materials were a little to rare in my opinion.
I was 'scared' to craft last game. I never really knew how powerful a crafted weapon should be, and crafting materials were too rare to possibly waste. Obviously, I don't know the new crafting system, but if I had to solve this problem, here's what I woud do:
Rather than giving a crafting attempt actual stats, a PC specifies what characteristics he/she wants the weapon to have (increase PA, dodge%, high attack) and perhaps a weakness of the weapon. The staffer creates what would be the 'critical success' weapon. If a weapon has a weakness, its stats get a slight bonus. Then the staffer rolls the crafting roll. This roll would not only check success or failure, but the strength of the weapon on success. The way a staffer could do this is to take the roll (I'm assuming 1d100) and multiply the stats by the %roll (Maybe the % error could be cut into a half or two thirds so that you wouldn't get a horrible weapon so often.) This allows a PC to create a weapon with vague ideas and doesn't put too much stress on the staff, I think.
Also, is crafting strength affected by level and/or crafting experience?


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