IDEA - Combined skill checks for crafting

Started by Flying Erdlu, February 20, 2015, 12:28:51 PM

I was recently communicating with a clan staffer and we were discussing a master craft object that would involve skills of both stone carving as well as jewelry crafting. For example, a marble bowl that is inlaid with rubies and sapphires. It made me think of an idea to have some things crafted by using combined skills. Not just master craft items, but even normally crafted things of a superior combined quality.

This wouldn't be for just plain  things that might use multiple materials, but rather it would be for things that require more advanced skills in both areas  in order to craft them reasonably.

Some examples:

a ruby hilted longsword - Primary skill: weaponcrafting -  Secondary skill: jewelry making

a moonstone earring, set in an intricately carved agafari basket - Primary skill: jewelry making, Secondary skill: woodworking

an intricately etched obsidian breastplate - Primary skill: armor crafting, Secondary skill: stonecrafting

a well made, obsidian headed, chartreuse fletched arrow - Primary skill: fletchery - Secondary skills: Stone carving -and- featherworking.

Thoughts, ideas? This could also possibly be extended to combining multiple skills such as a number of combinations with the ride skill. (combat, climb, sneak, hide, archery, etc)
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This is certainly something staff could consider while reviewing a master-craft submission.

Not sure it would really add that much to the game to the game actually have it coded in.

The idea definitely makes sense, but couldn't you approximate this in the current system by combining crafted items into "deep crafts" (if this isn't already the case).  Take this:

Quote
a ruby hilted longsword - Primary skill: weaponcrafting -  Secondary skill: jewelry making

Why not have a craftable called "a polished ruby" (jewelcrafting), and then have it craft together with a piece of bone via weaponcrafting:


craft ruby sword into ruby hilted
You set to work and... voila!! a ruby hilted longsword.


The only problem with deep crafts is that analyze doesn't work as well on them (it only breaks things down by one layer); they are also much, much harder to discover on your own, but maybe that's not so bad.
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I believe this is already plausible by requiring a crafted item from a different skill set as a component for the finished craft.

For example:

Quotea ruby hilted longsword - Primary skill: weaponcrafting -  Secondary skill: jewelry making

Might require all the normal components to make that longsword, plus a polished ruby or some such.  So both crafts are necessary, just not at the same time, nor in the same body.  Which makes sense, given not every weaponsmith needs to be a master jeweller to fasten a stone to something.
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It's a great idea that I have had myself.

For example a cloak that has both leather and sandcloth doesn't really make sense to split the craft into two separate crafts then combine them.

So a real merchant would have an advantage over the one master sub guilds.

I've also always thought it'd be neat if a master swordsman would get a small bonus to the sword they make over a merchant who
doesn't know how to use sword.


My 2 'sids worth (please don't ban me if this is too much IC information I'm not really sure)

1) This already exists to some minor extent from what I've seen. I can't go into details as that gets way to IC information.
2) This would be hard to implement as subguilds and ext subguilds may not have the ability to get something that might be required for something. For instance you mention making a sword taking both jewelrymaking and swordmaking, however the weapons making subguild and ext subguild don't get jewelrymaking skill. So that means there would be a limited set of weapons these characters could make. This could have the bad effect of forcing players to decide they have to have a merchant in order to make anything worthwhile, which could limit hunting, thus limit materials, thus completely change the whole economy of the world. I don't think this is really a good idea in this case.
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I think using the Deep Crafting idea would be the best. Yes, analyze would only give you, for instance, a "That can be made from a polished ivory longsword and a polished ruby"... and you'd have to then find a polished ivory longsword and a polished ruby to figure out how to get THEM... but thats not SO bad (except that, in most cases, neither of those items would exist normally. Who would keep around a sword that can be made better?)

However, the idea can work. It just takes two months to "master craft" the recipe items, and a 3rd month to make the final master craft (unless you're taking two already-in-game objects...)

While I wouldn't be a fan of having two separate skill checks every time you craft something because "Well it has wood in it", I DO like cross-skill needs. Someone makes a new weapon that requires a high-level tool and specifically colored feathers? Well... if you're not one with the skills to have both requirements, time to make friends.
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