Chem wrote:
archaicsmurf wrote:
The only game you should be concerned about is this one. A fictional creature has a mithril hide, a fictional class can skin the mithril hide from that fictional creature, fictional character takes that fictional hide to a fictional blacksmith and makes a fictional sword.
So that's a no on any other game that turns skins into weapons. Gotcha.
Sorry still a terrible idea, don't like the idea of one class the sole provider of all viable materials to fashion weapons/armor. Rather see a trade skill system in place.
We already have one class capable of manufacturing ranged weapon ammo, and procuring skins for armor...(by the way, why can't barbarians skin? Afterall, stereotypical barbarians run around in skins of animals they've butchered...)...
And sorcs can write scrolls. A few different classes can maunfacture potions...
So... what about giving weapons-heavy classes (mercs, barbarians, swashbucklers) the ability to forge weapons? For instance, it can only be done in existing forges (where we already go to resize, repair, tailor metal stuff) and require the procurement of different ores (like mithril ore in the Verlain mine)... different classes are capable of forging different weapon types... perhaps for mercs, only the overall type of the subtypes they are specialized in; for swashies, only finesse types (and only certain ones, and not exotics); for barbarians, sword, mace, spear, and polearm types, as long as they are 2-handed subtypes.
Perhaps a "forging" skill then, which gets better as the character levels and masters it. By level, the list gets longer of specific subtypes they can forge, as does the materials they are able to forge (i.e., copper at low level, mithril at high level). By mastery, the chance of random results (i.e., "forge copper rapier" results in a copper throwing knife), or all-out fails ("The weapon you were forging shatters into a million pieces!" or "The ore you used is rendered unusable.") decreases.
Food for thought?