Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
Sorry, missed that one. But that approach would be very anti-Sawyerist, and would essentially be a variation on the Arcanum approach (instead of different technology branches, different class-based branches).
It would still use the same skill for all those things, though. Don't see anything anti-Sawyerist about it.
Plus, if you're doing that, then why involve durability in crafting at all?
To give fighters a reason to take crafting? The question is "why not"? Skills should be broadly useful IMO, they shouldn't only do one thing.
Okay then, let's game out this system: non-monk tanks take crafting because it increases durability, monks and non-tanks take crafting because of the class-specific crafting options. If these two categories clearly choose the skill for specialized reasons, then why the hell wouldn't you just specialize them off the bat? Make a weapon repair/maintenance skill and a crafting skill; that way the player has more choice in the matter. The only reason why you wouldn't is because of fundamentalistic Sawyerism that every skill must be useful for every party member. You said that belief increases player choice; it doesn't.