You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Salvaging components and crafting recipes may be instantaneous, or require several stages to complete. For both types of crafting attempt, they may be successful, or unsuccessful.
I'm opinionated about whether a crafting system should allow different types of checks per recipe. When I look at crafting systems published by Wizards of the Coast and 3rd party publishers for 5th Edition, as well as game systems such as Pathfinder 2nd Edition, all popular crafting systems have a consistent crafting process, difficulty class calculation, and set of checks across all of their recipes.
This makes sense to me; crafting process variability by recipe is an unnecessary level of complexity for a crafting system. It doesn't appeal to players and it isn't worth solving for me. Fabricate will therefore not support this directly. I.e. there will only be one crafting check and one salvage check per crafting system. If you want variability you can still achieve this with Fabricate, but you will have to take on the additional effort of creating an additional crafting system, or writing custom check macros that handle this.
Benefit(s)
Checks are a major feature required for submission to the official module list
Checks have been a much requested feature
Potential Implementation(s)
The crafting process can be used to represent each kind of crafting, from salvaging to recipe crafting. It might look something like this.
Description
Salvaging components and crafting recipes may be instantaneous, or require several stages to complete. For both types of crafting attempt, they may be successful, or unsuccessful.
I'm opinionated about whether a crafting system should allow different types of checks per recipe. When I look at crafting systems published by Wizards of the Coast and 3rd party publishers for 5th Edition, as well as game systems such as Pathfinder 2nd Edition, all popular crafting systems have a consistent crafting process, difficulty class calculation, and set of checks across all of their recipes.
This makes sense to me; crafting process variability by recipe is an unnecessary level of complexity for a crafting system. It doesn't appeal to players and it isn't worth solving for me. Fabricate will therefore not support this directly. I.e. there will only be one crafting check and one salvage check per crafting system. If you want variability you can still achieve this with Fabricate, but you will have to take on the additional effort of creating an additional crafting system, or writing custom check macros that handle this.
Benefit(s)
Potential Implementation(s)
The crafting process can be used to represent each kind of crafting, from salvaging to recipe crafting. It might look something like this.
Additional Context
Relates to #88
The text was updated successfully, but these errors were encountered: