I know the DMs have recently made a lot of changes to the crafting system, so I'm not sure they feel like adding anything else anytime soon, but I think it would be cool to eventually be able to use a portable engineer's workshop using the engineer efuss skill. This way we could make all sorts of crazy things.... purple crystal arrows... the bat-shurikens... Improved Crowbars... special types of golems... (purple crystal golems for you undead haters out there?) ... Dirty bombs... thieves tools... shackles.... shackle keys... grappling hooks... hookshots... and so forth.
Right now I'd suggest having the rogue class be the class that improves the skill, as there have been complaints of them being underpowered in a setting of nightrisers, reptiles, and high-ab fighters. This would kind of help improve the rogue that was dedicated enough.
I'm not saying we do this right now at this very minute though, for all you folks I know will want to say something about how we have a alchemist and herbalism crafting system already. This is simply a suggestion for the future that I think would be pretty badass.
I have to say this is a pretty pimp idea. And given the new crafting system, the possibilities could be really nice. Also there could be some dreamed up dangerous result similar to what happens with alchemy and herbalism, so that engineers or rogues don't have such an easy time about it.
Maybe high DC trap effects like spikes and explosions for failure while crafting.
I think Golems might be a bit far fetched. But generic items like crowbars, lock picks, and flavor stuff like bat-shurikens would be really cool.
You can make Golems with alchemy anyway, Mort announced it's a possibility. :D
I am in favour of this. I've been waiting for an Engineering set up for some time, and with the addition of the alchemical goodies, I want it even more!
Something where you could invest time and effort to learning how to make stuff like arrows would be sweet.
Sounds like something really cool to me. Maybe engineering skills could also be used to open shackles when you want to flee or to free your buddy, with a high DC ofc (guess that may already be the case when you can get a DM to oversee the rolls).
Took Johannes about 30-40h to setup the new system, and he works fast to code.
Crowding crafting with too much skillset is not good. Becomes clunky otherwise. We already have consecration which isnt very interesting at the moment. Probably going to take time to refine it or scrap it, or settle with another define set of crafting skillset.
In my honest opinion, crafting has never ever interested me. I never touched the horadrim cube back in D2 ... nor did I want to bother with anything like that, but I understand how it can supplement the gameworld in positive ways from a roleplay perspective.
However, a steampunk, engineering approach would require a great deal of forethought to ensure that it fits with the gameworld theme. Sure, it can be svirfneblin gizmos, but... implementing too many themes into a gameworld just removes its charm, so it has to be carefully designed.
Mort knows what's up.
I like the idea of crafting, so long as it doesn't ever turn into Wake, if I may use such an example. >_>
Normally I too don't care for crafting at all, but so far I really enjoy this alchemist and herbalism stuff. Everything I've made has been kinda useless, but way interesting. I love that.