Category:Crafting System

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Contents

Crafting Process

Crafting will occur in five main stages. The stages are currently expected to look like this:

An example might look like this:

  • 1) Jim, who specializes in mining, explores Avlis 2 and mines himself several lumps of iron ore.
  • 2) Jim gives the ore to Phil, who is a blacksmith. Phil turns the ore into ingots, and further refines them into metal blades.
  • 3) Phil gives the blades to Harriet, who is a weaponcrafter. Harriet uses the blades to make longswords.
  • 4) Harriet gives the longswords to Marvin, who enchants the blades to be +1 weapons.
  • 5) Chris, the salvager, then breaks down the blades into iron ingots and magical residue.

Easy enough? Great. Now for the added complexities. Each of tier's 1,2,3 and 5 will have "Professions", that define their specialties. These professions, which are not to be confused with character classes, will attain levels and crafting experience points based on their crafting.

Professions

What makes a good [enter profession here]?

A character's skill in each profession, except for enchanting, will be based upon several factors:

  • Profession Level
    • Professions will run from level 0 to 10
    • Each level gained will give a bonus to the profession.
    • Levels will be gained after gaining "crafting xp"
    • The total number of Profession Levels a PC can have is 30.
    • Only one skill can be higher than level 8.
    • Only one other skill can be higher than level 5.
  • Profession Skill
    • Each profession will have a primary skill (weaponcrafting, blacksmithing, etc).
    • PCs that put skill points into these skills will do significantly better over time.
  • Secondary Skill
    • Each profession has a secondary skill (search, lore, etc.).
    • PCs that invest skill points into these skills will do slightly better over time.
  • Skill mastery
    • a bonus will be granted to Professions for which a PC has >5 levels
    • a greater bonus will be granted to professions for which the PC has >7 levels
  • Recipies
    • Recipies will be kept deliberately simple. The components required to make a sword, for instance, will be intuitive.
    • The flexibility of the system comes in the ability to mix, alloy, combine, etc. just about anything. The difference in two crafter's products may very well stem from a mixture that works well for one that is unknown to the other.
    • Creativity and experimentation is the key!

Exploration System

Tradeskill System

  • Blacksmith (create ingots, alloys, and base metal materials)
  • Apothecary (refine plant components, refine minerals, create poultices and salves)
  • Carpenter (create base wood materials)
  • Tanner (refine raw animal products into hides, etc.)
  • Gemcutter (refine raw gems into finished gems)
  • Weaver (turns certain goods into cloths, strings, ropes, etc)

Artisan System

  • Tailor (Creates light armor, clothes, cloaks, boots, etc)
  • Armorcrafter (Medium - creates medium armors, gauntlets, helms)
  • Armorcrafter (Heavy - creates heavy armors, gauntlets, helms)
  • Weaponcrafter (Creates melee weapons)
  • Bowyer (makes arrows and bows)
  • Weaponcrafter (ranged - includes all other ranged weapons, bolts, etc.)
  • Alchemist (makes potions, bombs, and oils)
  • Jeweler (makes rings and amulets)

Enchanting System

Enchanters will not function the same as the other professions. Read more elsewhere.

Includes all magical items.

Salvaging System

  • Scavenger (excels at breaking crafted components into their base components)

Recipes

Recipes are simple combinations of two ingredients, which combine to form a single product item. There are two types of recipes: generic and specific. Generic recipes apply to a broad class of item; for example 'Ore' and 'Carbon' combine to form an 'Ingot' in the Smelt Ore recipe. The ore may be gold, silver, copper, or anything else, and the carbon might take the form of charcoal, coal, or coke, but all of these combinations will use the single recipe. The name and properties of the resulting 'Ingot' item will be determined dynamically by the code in the crafting interface.

Specific recipes allow for exceptions to be made for certain types of items within a specific class. As well as the Smelt Ore recipe detailed above, there may be a Smelt Steel recipe that only applies if the Ore being used is 'Iron' and the carbon takes the form of 'Coke'. In this case, instead of an Iron Ingot being produced, the specific recipe dictates that a Steel Ingot appears instead. Specific recipes take precedence over generic recipes - if the materials being used apply to one of each type, the specific recipe is used.

Reagents

Production of base-level reagents is controlled by B4's Exploration system. Some specific items may also be available directly from NPC vendors. These Tier 1 reagents provide the basic building blocks from which more complex items can be assembled.

The combination of reagents is controlled primarily by the tag of the item, in the manner described above. Most items are consumed in this process, but there are a number of 'Tool' items that manipulate the product without being consumed. A blacksmith's hammer, for example, will increase the Tier and Toughness of a metal ingot if the two are combined.


Creating Items (Crafting GUI)

In order to create an item, the player must locate and use a crafting placeable, such as a forge, alchemists lab, or carpenter's workbench. He can place components in the inventory of the crafting placeable, at which point the crafting GUI appears. This interface allows the player to select which items he wishes to use in the crafting process, and provides him feedback about the results.

Glossary of Terms

Crafting

The discovery, creation, construction, analysis, or deconstruction of objects within the game world for the purpose of creating Items or funding Adventures.

Crafting "Stuff"

Raw Material - These are things that Explorers or other PCs can find. Anything that can be discovered, looted, sampled, or collected from the game world is a Raw Material. Raw Materials cannot be used in crafting, but must be sold or traded to an NPC for processing into an Ingredient.
Ingredient - An Ingredient is the basic object of crafting. Ingredients can only be obtained via purchase from an NPC, or purchase from a PC who is reselling the Ingredient. Ingredients can be combined or refined into Components.
Component - A Component is any object created or produced during the crafting process, between the base Ingredient and the finished Item.
Batch - Indicates a crafting routine that will result in the creation of multiple Items, often consumables, and always stacked together when the crafting routine is complete. A complete Batch may yield different amounts of stackable Items when complete, depending on the item. Potions and arrows are two examples of Items that are crafted in Batches.
Item - The final object in the process, this is a finished good.

Quality, Component - Determines what Quality rating a finished Item could possibly have. Almost always expressed as a range, eg. Dubunat Steel: minQ3/maxQ12
Quality, Item - Rates an item's capacity to hold magical bonuses. A specific value 1-12 determined by the crafter's ability, level, and success during the routine, and by other modifiers. Item Quality is also restricted by the range of Q allowed by the item's components.

Crafting Character Sheet

ACC – see Advanced Crafting Class
Advanced Crafting Class(ACC) – Also 'Advanced Class' , this is the specialist class dedicated to producing types of Items useful for Adventuring, such as swords, shields, armor, potion solution, clothing, arrows, etc. All ACCs have a prerequisite BCC(s).
Base Crafting Bonus - Natural bonus applied to the roll during standard checks in the crafting routine. Compare to combat BAB.
BCC – see Base Crafting Class
Base Crafting Class (BCC) – Also 'Base Class', this is the basic Crafting Class. Base Classes produce no Items useful for Adventuring, but provide the Components needed to produce an Item. Base Classes contain the prerequisites for the ACC. Components a BCC might create include ingots, hilts, base mix, chains, thread, fletching, etc.
Creativity Bonus - Bonus added to the roll when the crafting routine triggers a Test. Compare to Will, Fortitude, Reflex.
Craft Die (CD) – Type of die rolled to determine a crafter's Craft Points (CP) on level-up in a particular class. Compare to Hit Dice.
Craft Points (CP) – Point value representing the amount of Crafting a PC can do before he is forced to stop. As a PC crafts, his CP decrease. When they reach zero, he must stop crafting until his CP are replenished. Compare to Hitpoints.
CXP – Crafting Experience Points. Gained during the process of crafting.
Knowledge Bonus - Bonus added to the roll when the crafting routine triggers a Test. Compare to Will, Fortitude, Reflex.
Patience Bonus - Bonus added to the roll when the crafting routine triggers a Test. Compare to Will, Fortitude, Reflex.
Profession – A Profession is a specific Crafting skill known by the PC. Professions determine what Items a PC can produce. Compare to some PC Feats, e.g. Heavy Armor Proficiency, Weapon Specialization: Longsword, Spell Focus: Abjuration.
Resourcefulness - Rate's the crafter's ability to avoid losing Craft Points during the crafting routine. A higher Resourcefulness translates to less likelihood of losing CP. Compare to combat AC.
Talent – A Talent is an ability that enhances the PC's ability to craft, or the Items he creates. Compare to some PC Feats, e.g. Toughness, Two-weapon Fighting.
Test - A check forced periodically during the crafting routine that the crafter must pass by rolling higher than the DC of the Test. Compare to a Save.

Base Classes

Crafting Classes are organized into Base Classes and Advanced Classes. Each has its own theme, and within the Base and Advanced Classes there are further thematic divisions. The Base Classes all follow these guidelines for what they can produce:

  • Crafting Components. A Component is all the in-between stuff you need to make, after you have the Ingredients and before you make an Item. Ingots, Hilts, Chains, Wire, Garlic Paste, T'Nanshi Healing Salve, Glass Bottles, Arrow Shafts, etc. Base Classes are the sole producers of all Components.
  • Crafting Aids and Tools. The Base Classes will be able to produce finished Crafting Aids and Tools that give various bonuses to aspects of crafting, or are required to Collect / Scavenge certain materials. Smith's Hammers, Goggles of Patience, a Diamond Pick, Herbalist's Sieve, etc. Basically, A2 Crafting won't have the crossover items like the Scholar's Ring to boost your CXP - instead, a whole selection of items for the various classes will be available, all designed to make you a better crafter. They are produced by the Base Classes only.
  • Nothing Else. Base Classes have no possibility of making a finished product of any kind. A lvl10 Laborer cannot make a Dagger, period. You need a level of the WeaponSmith Advanced Crafting Class to make it. Note: ammunition (arrows, bolts, bullets) stand as an exception to this rule, but thrown weapons (throwing axes, darts) do not.

Base Class Themes

The Base Classes are further divided into three conceptual themes: Core, Edge, and Adventuring. The Core class has a wide variety of Professions available to him, ad his Talents exclusively make him a better crafter of his own items. The Edge class has a narrow focus for available Professions, but his Talents modify and add value to Items he cannot create on his own. The Adventuring classes have a limited Professional focus and produce nothing on their own, but bring significant advantages to the casual crafter who wishes to focus more on Adventuring rather than crafting.

List of Base Classes

  • Artist: Maker of bottles, metallic thread, and other "artistic" stuff. Edge class.
  • Laborer: Maker of ingots, weapon parts, armor components. Core Class.
  • Sage: Maker of poultices, solutions, powders, and magic-y stuff. Core Class.
  • Tinker: Maker of latches, catches, buckles, gears, and other "mechanical" things, and general mimic of other talents. Core Class.
  • Carpenter: Maker of shafts, staves, sticks, planks, and other wood-ish stuff. Edge Class.
  • Scavenger: Maker of nothing! Breaks down items into components, and reverse engineers finished Items. Adventuring Class.
  • Explorer: Maker of nothing! Finder of Raw Materials, engine that drives the availability of ingredients from Societies. Adventuring Class.

Base Class Professions

The Base Classes have access to a series of Professions that categorize skills in creating various Components. A complete list of the Base Class Professions can be found here. Each Base Class has access to a subset of the total list.

  • Artist: Artisan, Tailoring, Jewelcraft
  • Laborer: Blacksmithing, Weaponsmithing, Armorsmithing
  • Sage: Artisan, Alchemy, Herbalism
  • Tinker: Blacksmithing, Machinist, Artisan
  • Carpenter: Carpentry, Weaponsmithing, Blacksmithing
  • Scavenger: Scavenging
  • Explorer: Exploring

Exploration

Exploration is a core world system that touches Area design, Dungeon design, Society design, Quest designs, and spawn balance. Through the Exploration system, players will be able to discover new Raw Materials and exchange them for rewards while providing the crafting community the Ingredients it needs in order to progress and create Items.

Goals

  • To provide variety and volume of Ingredients without the need for vast areas devoid of content except crafting placeables.
  • To allow casual crafters to participate in the system, earn gold, and gain leverage to use when trading with crafters.
  • To introduce dynamic changes to the world through seasonal or scarcity adjustments to the available Raw Materials.

Please look here for an in-depth description of the Exploration System design.

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