Crafting: Skill Change
Posted: Sat Aug 16, 2025 10:24 pm
The complexity of the change means it probably will never happen. But I figured I'd make the suggestion anyway.
Currently, the crafting skills are coupled with the combat trees. This causes some weirdness, like using Smithing to work leather, cloth and wood, and using Bowyer to make slings.
Also, all the armors are under Smithing, too, which makes it disproportionately useful. And makes melee and thrown weapons disproportionately attractive, since maintaining them uses the same crafting skill.
The suggestion is to decouple the crafting skills from strictly matching the combat trees. Instead, make them more logically match the production method.
So, the trees would be:
Sewing - Working with thread, fabric, and leather. Requires a Toolkit (or inside a clothing store?). Or make a new lighter Sewing Kit item.
- fabric armors like Leather Jacket, Leather Cuirass, Fireman's Jacket
- ranged weapons like Sling
Woodworking: - Traditional wood crafting. Requires a Toolkit (you really should be able to do it anywhere you could craft a Toolkit, too).
- archery weapons like Shortbow, Longbow
- melee weapons like Battleaxe, Warhammer
- thrown weapons like Hatchet, Spear
- H2H weapons like Tonfa
- ammo like Quivers
Metalworking - Traditional harmer-on-anvil work. Requires a forge.
- metal armors like Chainmail Shirt, Plate Cuirass, Gothic Plate
- melee weapons like Sword, Cutlass, Claymore
- thrown weapons like Throwing Knife
- H2H weapons like Katar
Machining: - Using precision machines to craft advanced items. Requires a powered building with the appropriate equipment (or magical equivalent).
- advanced armors like Military Encounter Armor, Police Riot Armor
- firearms like Rifle, Shotgun, Flamethrower
- melee weapons like Chainsaw
- ammo like Pistol Clip
- grenades
Some items would logically require more than one. But short of adding multiple tree requirements per item, this seems like a logical spread.
New items could be added to further the spread. Maybe a traditional wooden crossbow as a Woodworking-crafted firearm, quarterstaff as a wood melee, modern hunting bow as a Machining-crafted bow, etc.
The Repair Item skill would be split into individual repair skills. Doesn't make much sense that knowing how to hem a leather jacket would let you reforge a sword. Maybe something like:
Hemming > Clothier > Artisan
Wood Repair > Crafter > Woodwright
Tinker > Metalsmith > Mastersmith
CNC > Machinist > Master Machinist
CP costs would be lowered accordingly. Maybe 5 CP per the entry repair skill, 15 CP for the crafting skill, and 20 CP for the master version. Or maybe 10 CP/ 10 CP/ 20 CP, if folks have an aversion to the number 5.
Currently, the crafting skills are coupled with the combat trees. This causes some weirdness, like using Smithing to work leather, cloth and wood, and using Bowyer to make slings.
Also, all the armors are under Smithing, too, which makes it disproportionately useful. And makes melee and thrown weapons disproportionately attractive, since maintaining them uses the same crafting skill.
The suggestion is to decouple the crafting skills from strictly matching the combat trees. Instead, make them more logically match the production method.
So, the trees would be:
Sewing - Working with thread, fabric, and leather. Requires a Toolkit (or inside a clothing store?). Or make a new lighter Sewing Kit item.
- fabric armors like Leather Jacket, Leather Cuirass, Fireman's Jacket
- ranged weapons like Sling
Woodworking: - Traditional wood crafting. Requires a Toolkit (you really should be able to do it anywhere you could craft a Toolkit, too).
- archery weapons like Shortbow, Longbow
- melee weapons like Battleaxe, Warhammer
- thrown weapons like Hatchet, Spear
- H2H weapons like Tonfa
- ammo like Quivers
Metalworking - Traditional harmer-on-anvil work. Requires a forge.
- metal armors like Chainmail Shirt, Plate Cuirass, Gothic Plate
- melee weapons like Sword, Cutlass, Claymore
- thrown weapons like Throwing Knife
- H2H weapons like Katar
Machining: - Using precision machines to craft advanced items. Requires a powered building with the appropriate equipment (or magical equivalent).
- advanced armors like Military Encounter Armor, Police Riot Armor
- firearms like Rifle, Shotgun, Flamethrower
- melee weapons like Chainsaw
- ammo like Pistol Clip
- grenades
Some items would logically require more than one. But short of adding multiple tree requirements per item, this seems like a logical spread.
New items could be added to further the spread. Maybe a traditional wooden crossbow as a Woodworking-crafted firearm, quarterstaff as a wood melee, modern hunting bow as a Machining-crafted bow, etc.
The Repair Item skill would be split into individual repair skills. Doesn't make much sense that knowing how to hem a leather jacket would let you reforge a sword. Maybe something like:
Hemming > Clothier > Artisan
Wood Repair > Crafter > Woodwright
Tinker > Metalsmith > Mastersmith
CNC > Machinist > Master Machinist
CP costs would be lowered accordingly. Maybe 5 CP per the entry repair skill, 15 CP for the crafting skill, and 20 CP for the master version. Or maybe 10 CP/ 10 CP/ 20 CP, if folks have an aversion to the number 5.