Tuoweit wrote:
Lifedragn wrote:
Would you also favor randomness being drawn out of combat? Consistent damage, instead of a random range?
Combat is not decided by one single roll, unlike the typical "random result" of crafting.
If the process of crafting was as complex as combat, with multiple rounds of random rolls, nuances of positioning, and the crafter using their various crafting abilities on their ability bar to "overcome" the challenge, that would be awesomesauce. One roll of the die for random result? No thanks.
Sounds like EQ2 crafting to me. There was a degree of technique to it. It wasn't just "put component A in Slot A, and salt and vwalah!" You had to actively participate. I wasn't too keen on that method, not only did it affect your success, it also affected the quality of the item IIRC.
I would go for guaranteed success with varying quality before I'd have a loss of material and a standard result.