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World class crafting system...look toward SWG


Pathfinder Online

Goblin Squad Member

I'm open to discussion, but my opinion on the most enjoyable and satisfying crafting system I've ever played was from Star Wars Galaxies.

Say what you want about the game, but crafting was a blast.

Materials and their stats were varied.
Material stats played into item's power.
Players could label their items as a marketing device.
Non-craft players formed repeat business with crafters they knew took care to do things right.

I literally played the game for 4 years and raised my blaster in anger maybe three times. That's what made it cool. I could become a master crafter without having to be a combat god.

Thoughts?

Goblin Squad Member

Very much in agreement. I misread that at first and thought you were suggesting emulating SWTOR, which I would not want to see at all.

Some of the most memorable and enjoyable times I had in SWG were on massive hunts trying to get large quantities of high-value meat to sell to Doctors. It was a blast :)

Goblin Squad Member

Certainly. We actually had a doctor in our city that would hire out other players to "escort" him on safari to gather materials. He didn't even carry a weapon, but his items were top notch.

Goblin Squad Member

Yes please!

Goblin Squad Member

And I can see that type of varied crafting professions fitting perfectly into PFO.

Blacksmiths (metal items) Specialize into Weaponsmiths and Armorsmiths
Carpenters (wooden items) Specialize into Fletchers, Siege Engineers, and Furnishers
Weavers (cloth goods) Specialize into Tailors (cloth armor and goods) and Tanners (leather armor and goods)
Alchemists (chemicals) Specialize to Apothecaries (medical goods) and Draughtsmen (poisons, etc.)
Masons (structures) Specialize to Stave Singers (wooden structures) and Stone Fitters (stone structures)

Some recipes would be interconnected at higher levels. To build a grand keep for your city, the items of Stone Fitters, Stave Singers, Carpenters and Blacksmiths might be required for completion.

Where a carpenter can build you a cheap quarterstaff, a carpenter's staff given as material to a weaponsmith would return a greater item.

Goblin Squad Member

I would like to see the SWG system semi-emulated here, with the following changes:

1. Components:
a. We should be able to alloy the metals, certain combinations of metals would strengthen/weaken certain stats on the metals(see 4 for more detail).

b. Metal requirements should be realistic to the volume of the item. Just because a high power dagger is better than a low power warhammer, doesn't mean the dagger should take more resources, just a better craftsman.

2. Material Gathering

a. you can take samples from the ground to probe for resources, but not get enough to craft anything.

b. You can't just pop down and harvest stuff from anywhere, you must find trees and ore deposits.

c. You can gather resources solo, but not at any great rate. For high rates of resource flow you must build a sawmill/mine and pay for NPC labor.

d. Tree's can be planted and will grow to a harvestable size in around 2 months.

3. Farming

a. small plants can be gathered in the wild, but high production would require gathering their seeds and making a farm, worked by NPC's.

b. livestock should be selectively breedable, and have life simulating genetic alterations by generation. In other words i should be able to examine a group of cats, see how much meat they will yield, and breed the highest yield male and female to make a breed that will give me more cat meat. Inbreeding should also factor in. Like turkeys, it should be possible to cause negative effects, like the inability to reproduce without 3rd party aid. This system would be a lot of fun to program. This system could also factor into any non-harvest animals, so players could make better pets.

c. same as b, but for plants, it should be possible to selectively breed for harder or more flexible woods.

4, Stats

I like the stat system in SWG, but it takes it too far. Stats need to be manipulable by the players. So, as in the first major SWGemu play-version, you don't have to wait 8 months for the materials required to build a certain armor to spawn.

Iron should be iron, there shouldn't be different types of Iron, the stats of the iron would change depending on what process it has undergone. At the same time we should be able to make new metals with different stats via alloys. Each process would change the stats of the metal, some changes would be good, others would be bad.

5. Recipes

Recipes should be variable, they should have a list of what is required, not the exact process. We should have to find the best process/combination of materials to get the output we desire(not the best, an item can have certain qualities that certain people want more than the other qualities). This does not exclude the possibility of NPC's selling low quality methods so we can make base items with out having critical failures all the time early in the game.

Goblin Squad Member

Oh yes. I agree with all of this. Farming should totally work; just look at Minecraft and what people have done with a few basic crops. Alloying/combining resources would be cool; synthesizing materials together to produce an alloy that's stronger than either original material.

I'm also all for recipes calling for types of items, not exact materials. Why is it that bronze, and only bronze, can be used to make certain items? Why do most theme-park games have 20 different recipes for daggers, all of which only really differ in stats and materials? Just have one dagger recipe calling for, say, a blade, hilt, and grip, and allow the resulting stats to be based on the exact blade, hilt, and grip used. Maybe a few variant recipes would modify the final stats a bit; I'd expect a dwarven dagger to be sturdier than an elven one, but maybe that's just my racist mind.

Goblinworks Founder

Yes being able to sub another material in is like cooking and adding your own flavor; it should happen and when it does something new and wonderful can be discovered--- or a space timewarp appears and we're all doomed.

That's what I was hoping it'd be like from what I was reading on the crafting. Prospecting an area, danger starts to lurk around and you need a body guard or two to help. It was like what they at how we can attract the wrong kind of people towards our work; and essentially this creates mobs for people to fight while we work.

I would want to have a house with select plants for alchemy or medicine; but also I need to have the right necessities for it to grow like climate and soil so it would benefit to where I live.

Star Wars Galaxies and Vanguard were the two games where i liked crafting. Vanguard made you pay attention more to what was going on as you crafted. With the way of vanguard it would be during a process that you pick a material over another and see what happens during that process. Skill you come into play to where you can even use the new material effectively like what is normally used as it's something new.

Being able to write down your new recipe to sell would be another marketable ability.

Goblinworks Founder

I want to play star wars galaxies again now... darn you

Goblinworks Executive Founder

Brady Blankemeyer wrote:
I want to play star wars galaxies again now... darn you

If you still have the installation disks, that is indeed possible.

Google SWGemu.

Goblin Squad Member

I could get behind these ideas. Crafting is the main thing I am looking forward to in PFO.

Goblin Squad Member

ScoutmasterChip wrote:

I'm open to discussion, but my opinion on the most enjoyable and satisfying crafting system I've ever played was from Star Wars Galaxies.

Say what you want about the game, but crafting was a blast.

Materials and their stats were varied.
Material stats played into item's power.
Players could label their items as a marketing device.
Non-craft players formed repeat business with crafters they knew took care to do things right.

I literally played the game for 4 years and raised my blaster in anger maybe three times. That's what made it cool. I could become a master crafter without having to be a combat god.

Thoughts?

Yes, and yes! I especially loved the resource system.

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