So far there have been wonderful crafting systems like alchemy, wilderness survival, fishing, and herbalism which are outstanding and amazing. However these seems to be the only EFUSS skill that can be used outside of DM situations for best results (if I am wrong please correct me). I am aware that there are some placeables for these skills but besides that the system does not do much.
I have seen some really interesting skills like blacksmithing, and engineering have not normally been picked, and when they have been it is only used in DM situations. Perhaps there can be a system to implement for these sorts of skills.
Archaeology: Although it would have been much more appropriate for nebezzdos, you could find random archaelogical sights to excavate using mixtures of EFUSS Archaeology, search, spot, and lore. With this you could find things like old artifacts of illithari/netherese, or fossils which can be animated for you necromancers out there.
Mining: We have a huge mountain and lots of caves, yet there is for some reason no ore around. I think that in these areas ores could spawn and using EFUSS Mining, you can use it to mine ores. From here you can smelt them, or sell them to PCs who can smelt.
Through this you could find things like gems (purple crystals, and negative crystals) and different kinds of ores to smelt (mithril, iron, steel, etc.)
Smelting: Once you have ores, you can do smelting with a furnace found in places like the blacksmith's shop in Mistlocke, or at the dwarf hold. The smelting system would eventually create certain bars using the ores as well as ingredients that can be found around the island.
Blacksmithing/Metalworking: Tired of seeing the same ol' mole banded mail, chains, or random plates? With Blacksmithing, you would first select the mold (a list containing weapons/armors/traps) then once you select the mold you must put in an appropriate amount of bars, and other ingredients needed. The mold would give you a hint of what is needed (Req: # of bars, # patches of cloth, and # straps of leathers) then through the smithing proccess (mixture of EFUSS metalworking rolls and other skills like concentration, discipline, maybe lore to symbolize metal knowledge or heal for understanding porportions to a human body. Also depending on what you are making, even skills like craft trap, armor, and weapons can actually be used.) you will finally create what you wish.
Masonry: A rather tricky one to do, as it is about building. This one I am unsure of what to do outside of DM situations.
Leatherworking: We have the ways to get pelts and the like, yet we have not been able to make anything. This system would end up quite similar to the metalworking one (see metalworking idea) yet it would provide
Woodcutting: We have a shit ton amount of trees in this forest, so why not start cutting? You can collect the wood from the trees and could give them to certain NPCs, build campfires or give it to other people for Carpentry. Also, the more you woodcut, the more it would spur conflict with nature PCs.
Carpentry: Bows, staves, crossbow, arrows, wood armor, and more can be done with carpentry. Would be similar to metalworking/leatherworking idea. Perhaps even things like wood golems could be created :P.
Astronomy: A possible way to implement it is to use it for navigation. With astronomy, perhaps you can do something like: "by looking at the stars of where you have been before, you can tell that Mistlocke lies to the east." This one though is a simple guess and would love more imput.
Cooking: We have the ingredients, why not make a system similar to alchemy/herbalism with it? You can create magic foods, but with the failure, create monstrous creatures with it (similar to this I bet: http://youtu.be/7myGrxxhLaY). Jokes aside, the food could heal, grant buffs, or even create other interesting affects.
Farming: Plowing fields, planting crops... there are things that could be done but I am rather empty with suggestions for this one.
This is just my idea so feel free to add to it and make suggestions.
There is a system for cooking already.
Though in my opinion, not everything has to be powerful, magical and what not. Alchemy and herbalism have their place, and similar risks. They are what they are. Other kind things can be just flavorful.
I am still bit uncertain about the whole crafting thing with armors and weapons. It's something that must be very, very carefully considered as it can get out of hands.
Explore Nebezzdos, and you will find a use for archaeology.
There was... perhaps still is a ''use'' for astronomy.
Yeah, chefs, astronomers and archaeologists can already get some bonuses for their efforts.
To be honest, I'm opposed to a mundane crafting system (except perhaps for low to zero cost appearance modifications for items related to your EFUSS skill).
Herbalism and Alchemy both involve significant risk, and experimentation. Danger = Fun! Making a steel tower shield from a mold requires neither of these... except perhaps the possible danger of getting the ore to begin with.
That said, if you wish to create a unique item using your EFUSS crafting skills, I have no doubt that a DM would probably oblige if you could make it an interesting goal that you could share with other players.
One thing I would support with is perhaps 5 points of "Farming" giving access to the Ranger's notification of when a plant will die, and 10 points would be equivalent to a Druid's knowledge of how many components it has left.
Going slightly off topic, but since this is the EFUSS "Mega Thread," I figure I"ll post here instead of making a new thread as I was going to do.
It'd be nice if the EFUSS Skill "Wilderness Survival" got a bonus if you were a ranger with FE: Animal, since it's used mostly (or entirely) for skinning animals and stuff. Perhaps equal to your ranger level, or 1/2, or even just your Attack Bonus from FE?
Rangers already add their level to EFUSS check.
But also, with metalworking, wouldn't it be possible to engrave?
Quote from: Staring Death;245854There was... perhaps still is a ''use'' for astronomy.
I look for implements beyond simple examing stars for xp
Wilderness survival seems to be Points + Heal Skill... Then again, Donovan has a heal skill of 9 and is level 5 ranger, so.. if it was Points + 1/2 Heal Skill + ranger level, it'd still show up as 19. Anyone know for certain what it is?
Wilderness Survival = Efuss points + Ranger level + 1/2 Heal
Adventurers!
It's more fun playing an adventurer than a blacksmith. If you want to play house, go play the sim's! Alchemy and herbalism have their place, but leave it there please! - Theres no need for more crafting!
Nothing wrong with wanting to play a medieval smith, Nights Bane. I like seeing the occasional PC who rather than trying to take over the world or hit level 10, just wants to be a merchant, scholar or craftsman of some sort.
Stuff which DOES exist:
You actually DO get a bonus to identifying plant status from 10 Farming points, it's just not documented. A new alchemy-style Cooking system is on the way. Carpentry CAN be used to make wooden golems. No, really. There's a quest.
Stuff which could happen:
Systems are good, but they need to be effective in how much fun they generate for the time a DM puts in. If Metalworkers could make cool armor, why use NPCs or quest loot? It would improve player trade, which is good, but it would remove artificial scarcity. Purely cosmetic enhancements could be a lot of work for something minor. Something like the Light Gems, that could be used to add a minor skill bonus permanently, might be worth it.
Mining could be put to use in a trade quest similar to the Clay Scavenging. Collect quest as a group from a Leviathan Trader, who sends you to a dangerous part of the Mountains to look for ore. Placeables in in 'SQA: Abandoned Mine' can be searched once using an EFUSS check for Mining, with varying DCs. This generates a large number of heavy objects, which can be turned in at the questgiver. You always get at least one. It would be like the Sis Liman Fur Run, a higher level fedex quest that is worth doing as a group and encourages PCs to travel more.
Some way to make arrows from Carpentry or Engineering would be cool, yes. It's very clear from a certain Herbalism tip what to use to make sling bullets, but I've only ever heard of one sort of other missile ammunition from our systems.
The other skills could have flavour bonuses that wouldn't need entire systems. 10 Blacksmithing could give you a player tool with the Whetstone power 1/day to represent expert care of a blade.
Quote from: Egon the Monkey;245947You actually DO get a bonus to identifying plant status from 10 Farming points, it's just not documented.
I've never actually gotten this to work. Have you confirmed this, i.e., have you seen it working with your own eyes?
God, you want us to have CNR crafting or someshit. Something beyond the interesting experimentation of our current alchemy system is just going to encourage grinding.
No, but I have been told it by others who have. If it's not working, it could use a bug report :(.
I enjoy the feedback. I agree with ninelives that it shouldn't be like the sims and be a house game, but, the original idea was to implement systems so that these skills can have use outside of DM situations.
What DM wants to simply oversee:
Blacksmith man : [hits his hammer on the forge]
Mister DM [DM] : Roll concentration and strength check
Blacksmith man: *roll concentration check* 3+4= 7
Mister DM [DM] : You lose some concentration in your work and ruin a bit of quality
I don't want to see blacksmithing Pcs have to do DM supervised ore runs, smelting, or forging (And I think that it would be very boring for the DMs to oversee it). That is why I suggested the idea.
One way I see something being implemented for Mining, Masonry and Woodworking (or Carpentry?) is randomly-spawning placeables like the fruit and nut trees, but for metal ore (in mountain caves), stone quarries (in the desert and surface mountain areas) and quality timber trees (in the forest) respectively. Admittedly I see them as being much rarer spawns than fruit trees.
Harvesting from these placeables would require a check against the appropriate skill, much like the Scavenging quests, and the placeable would disappear after a set number of components have been found, again like fruit trees. The components could then be returned to a settlement to a PC and traded for a different set of goods as we currently can with food supplies.
Also gives DMs a trackable way of dealing with resource shortages.
That is exactly what I want chezcaliente!
If I could play a dwarf who mines all night to throw iron ore at orcs during the day, I would be satisfied.
Just make sure you have a longbow ready in case of Creepers :D. Yeah, Chezcaliente nails it. Wild PCs and skinners have resources worth trekking about to gather. Adding more of these would give IC reasons to explore the isle, rewards for something other than combat, and ways to show to a DM that you are stockpiling resources. Put the gathering points in areas with deliberately nasty spawns or a long way from Mistlocke, and you have a quest without a QA.
DMs often go with stupid prices for NPC purchases because Gold is an easily available resource, no oversight needed. On the other hand, EFUSS check quests that are like a L2-10 version of Ruins Scavenger give a variety of resources to go look for, and a reason for PCs to be in more places on the server, to explore without being solo stealthers.
Quote from: Ebok;245905Wilderness Survival = Efuss points + Ranger level + 1/2 Heal
This doesn't seem to be true. My level 6 ranger with 10 heal and 10 points in W.S. has only a 20 when he goes to skin an animal or something. If it were the above formula, it'd be 21 (10 ranks, 5 from 1/2 heal, 6 from ranger levels, instead of 10 ranks, and 10 from heal).
Archaeology: Could be added to the check to translate tablets and the like.
Carpentry: Could have a sistem that allowed the PC to craft his own arrows for some gold and raw materials. Non-magical arrows though.
Astronomy: IMO change it to astrology, and allow it to, sometimes, give you insights on future events on the server when looking through the telescope atop the last keep.
I think astrology would be a bit too much.
Play a diviner who looks into mist if you want to see into the future and devote yourself to it.
I don't actually see the harm from crafting. Egon makes a good point about ore hunting, and after that the items created are non-magical, so quest loot will in no way become obsolete. The only chance of that is full plate being more readily available, but with proper ore scarcity as well as skill and time requirements, the price shouldn't drop too drastically.
The system doesn't have to be all that profitable, make it on the whole not worth it, and some people will still jump to it because it's something different to RP.
One impediment/RP driver could be accessibility of a forge. Maybe a PC could save to buy one, maybe there is a smith somewhere that will rent out use of his facilities, or maybe a PC aligns himself with a faction that has a forge, charged with supplying arms and armor in the style of/for the faction.
I want to have blacksmiths that can actually smith stuff
The basic harm is that it's a pretty boring system on the whole that would help inactive players get rich off collecting things from around the island. The Alchemy and Herbalism systems are interesting, exciting and add a cool magical feel to the server. The most exciting you can get in a blacksmithing system is that you break your hammer.
Yeah, like I said, I'm all for the scavenging / foraging type implementation for ore /timber etc as it gives a good reason to travel and take risks. But I'm against mundane crafting as, unlike Herbalism/Alchemy, there is little risk to the player nor does it require experimentation.
Make the significant bonus to parry more than the small bonus to social skills? >>
"Secondary Parry" should be giving 3 points to parry per 5 ranks of Secondary Parry. So with 10 points in Secondary Parry, that should be a bonus of 6 total - well above what Secondary Diplomacy gives.
If this is not what is happening, please make a bug report.