
Crafting
Moderator: ALFA Administrators
No, I'd rather build up some postive feedback. If the feedback is negative, then I won't bother.Nalo Jade wrote:Did you submit it to the DMA? I'm not trying to be a jerk, but it probably would be a good idea to PM it to him. <ignore>
I'd actually prefer a community vote instead of leaving it in the hands of one individual.
- Brokenbone
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I kind of liked the "passed but never implemented" stuff in the Admin forum here: http://www.alandfaraway.org/phpbbforum/ ... hp?t=29630
Blurbs at the outset of it suggest "some of this might be capable of automation", which is true. Simpler stuff where you could expect items in the pallette that conformed to... well, whatever you were trying to craft. Basic and MW weapons and armor, "spell storage" type items like potions, scrolls, maybe wands... but multifunctional, highly creative wondrous items, or weapons with ten different powers, well, those'd likely be so rare that a script wouldn't punt one out of the pallette, they'd still be manual imports. Sometimes also requiring a moderate CR quest to get weird ingredients like "A Nymph's Regrets", "Blood of a Three Legged Dog", and "The Dust of a Twice-Stolen Diamond" or some other wacky articles of the DM's invention.
Main reasons I liked it are that it bore a lot of resemblance to D20 crafting systems, and I think it was still generic on most raw materials i.e., % of value, in gold, gets burnt, use your imagination whether that's iron, incense, leathers, "Dust of a Twice-Stolen Diamond", doesn't really matter except for any components that are an adventure in and of themselves, i.e., that a DM declares must be got in addition to gold. The non-special / non-quest items, try scripted solutions. The special questy items, reserve to DM control. "Go hunt a displacer beast, and don't cause any damage to its hide" or other silly quests.
I do not much like "hunt for items to put in your inventory for a script to recognize", a simple *Lost XXXgp* message will do to represent your having gotten your various consumables, tools, whatever. Not sure having "formulae" or other recipes for 100 kinds of arms and armor jammed into a script is really needed if instead you just have a script find the finished product value, and divide by 2 or 3 to show the cost.
Anyhow, it might be a head start if Admin simply re-vote on something that seemed to be passed years ago but never beta'd, beta it, and on the assumption the "DM'd crafting" rules work, start automating whatever parts are easy / going to get the most use (ie, starting with the cheapest stuff, like wizard scrolls, some potions, ammo, wpns, armor, whatever).
Blurbs at the outset of it suggest "some of this might be capable of automation", which is true. Simpler stuff where you could expect items in the pallette that conformed to... well, whatever you were trying to craft. Basic and MW weapons and armor, "spell storage" type items like potions, scrolls, maybe wands... but multifunctional, highly creative wondrous items, or weapons with ten different powers, well, those'd likely be so rare that a script wouldn't punt one out of the pallette, they'd still be manual imports. Sometimes also requiring a moderate CR quest to get weird ingredients like "A Nymph's Regrets", "Blood of a Three Legged Dog", and "The Dust of a Twice-Stolen Diamond" or some other wacky articles of the DM's invention.
Main reasons I liked it are that it bore a lot of resemblance to D20 crafting systems, and I think it was still generic on most raw materials i.e., % of value, in gold, gets burnt, use your imagination whether that's iron, incense, leathers, "Dust of a Twice-Stolen Diamond", doesn't really matter except for any components that are an adventure in and of themselves, i.e., that a DM declares must be got in addition to gold. The non-special / non-quest items, try scripted solutions. The special questy items, reserve to DM control. "Go hunt a displacer beast, and don't cause any damage to its hide" or other silly quests.
I do not much like "hunt for items to put in your inventory for a script to recognize", a simple *Lost XXXgp* message will do to represent your having gotten your various consumables, tools, whatever. Not sure having "formulae" or other recipes for 100 kinds of arms and armor jammed into a script is really needed if instead you just have a script find the finished product value, and divide by 2 or 3 to show the cost.
Anyhow, it might be a head start if Admin simply re-vote on something that seemed to be passed years ago but never beta'd, beta it, and on the assumption the "DM'd crafting" rules work, start automating whatever parts are easy / going to get the most use (ie, starting with the cheapest stuff, like wizard scrolls, some potions, ammo, wpns, armor, whatever).
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
DMA Staff
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
DMA Staff
It would be just super if admin got behind Rick on this and just supported him and made it happen. Get the system made, get it tested, then tweak it. But get behind it first. Rick's not trying to destabilize ALFA, he's trying to breathe life into it, much to his credit. Rusty, despite his strengths, made a fine show of clamping down on enthusiasm. It's be just freaking terrific if admin supported this inititative by bending over backwards to at least give it a shot.

- White Warlock
- Otyugh
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I agree with Indio. Support for new content is always a good thing. Tweaking it a little here and there can be done as time goes by, to ensure it maintains a degree of balance. If anything, admins can make recommendations or requests, but when it comes to scripting, we really must rely on the talents to step up and do things on their own initiative.
Look at bartleby for example. Anyone knocking his work on books? Nope, and they shouldn't. Even if some parts of it are not quite workable in ALFA, we can still utilize a huge majority chunk of it.
So really, let's embrace what talents offer to provide... make what they offer turn out to be useful material, instead of shelving it before it even gets built. That's been one of the big killers here in ALFA... naysaying.
Look at bartleby for example. Anyone knocking his work on books? Nope, and they shouldn't. Even if some parts of it are not quite workable in ALFA, we can still utilize a huge majority chunk of it.
So really, let's embrace what talents offer to provide... make what they offer turn out to be useful material, instead of shelving it before it even gets built. That's been one of the big killers here in ALFA... naysaying.
- LancasterX_2
- Shambling Zombie
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I think the system looks as good as any, even better.
It appears there are safety valves, and it even looks realistic.
What better system could you want?
Prototype the system and then tweak it. Nevermind the Waterfall Life Cycle on this one, it will never get passed the Statement of Work because there is no clear direction from the leadership on what they really want.
Throw together a working model and then customize it.
It appears there are safety valves, and it even looks realistic.
What better system could you want?
Prototype the system and then tweak it. Nevermind the Waterfall Life Cycle on this one, it will never get passed the Statement of Work because there is no clear direction from the leadership on what they really want.
Throw together a working model and then customize it.
It sounds like a good system.
Two points:
1) Your system makes crafting an elite activity, not a trade. To cover that, I would like to see included in the "machine" dialogue (or guild overseer dialogue) a "Work for the guild" option in which your PC can earn a few meagre coins, (enough for a cheap room and a cheap meal) by bashing out spearheads or nails or the like. The amount of coin earned should likely increase dependent on skill, but never to a very great amount (in the DMG, smiths get 4 sp a day...). It might even be payment in kind - you work, you get fed and get a room for the night in the guildhouse.
No materials or recipes required, no creation takes place inside the game engine, just using guild materials to produce items for the guild to sell, and getting paid purely as a semi-skilled labour.
This allows folks with the skill to earn their keep (but never get rich doing it) and it allows for the roleplaying of *learning* the skills - it would be odd to spend skill points in smithing if you were never allowed to practice at the forge.
Two points:
1) Your system makes crafting an elite activity, not a trade. To cover that, I would like to see included in the "machine" dialogue (or guild overseer dialogue) a "Work for the guild" option in which your PC can earn a few meagre coins, (enough for a cheap room and a cheap meal) by bashing out spearheads or nails or the like. The amount of coin earned should likely increase dependent on skill, but never to a very great amount (in the DMG, smiths get 4 sp a day...). It might even be payment in kind - you work, you get fed and get a room for the night in the guildhouse.
No materials or recipes required, no creation takes place inside the game engine, just using guild materials to produce items for the guild to sell, and getting paid purely as a semi-skilled labour.
This allows folks with the skill to earn their keep (but never get rich doing it) and it allows for the roleplaying of *learning* the skills - it would be odd to spend skill points in smithing if you were never allowed to practice at the forge.
May I ask why? Let characters make ordinary and masterwork gear if they so wish. After all, Armour, especially, can get quite pricey for non-masterwork, let alone "above masterwork". And they will still be beholden to the wealth limits, so may not want a super-breastplate whilst still being keen to have one custom made to their own design.Rick7475 wrote: All items crafted will be higher than MW. In other words, they will all be E1.
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- Brokenbone
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What is "E1" anyhow?
D&D's got Masterwork stuff... it's also got Magic stuff. It also has special materials like Mithral, Zalantar, Duskwood, Cold Iron, etc., sometimes found in Masterwork items, sometimes found in Magic stuff. I am either having a brain fart or not recognizing what E1 is meant to stand for.
D&D's got Masterwork stuff... it's also got Magic stuff. It also has special materials like Mithral, Zalantar, Duskwood, Cold Iron, etc., sometimes found in Masterwork items, sometimes found in Magic stuff. I am either having a brain fart or not recognizing what E1 is meant to stand for.
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
DMA Staff
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
DMA Staff
E1 I refered to as Enhancement 1 as per the standards guidelines which as you can see are still widely misunderstood.
But you are right, crafting can be for some expensive things that are mundane, such a full plate or other items and MW items.
As for the guild requiring non-crafters to work, yep, I think that can be covered, too.
But you are right, crafting can be for some expensive things that are mundane, such a full plate or other items and MW items.
As for the guild requiring non-crafters to work, yep, I think that can be covered, too.
- White Warlock
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