Lurin
Paragon
First off to start out, yes I understand that artisans are seem as the 'non-combat' option, and while this holds true there are times even artisans take the field.
One of the roughest things about being a crafter in our game is the lack of options when your crafting is not needed, this is helped by flexible crafting but not solved.
My suggested solution? Personal supplies, the basic premise is a crafter can make a 5 day version of any crafted item that only they can use and lasts 5 days with all usual rep requirements. Crafting these items expends skill (PP) but costs 1 copper less per production point (before 20% Journeyman discount) as they use easy to find cheap ingredients that lead an inferior product, hence why only they should apply it as there is obvious danger in such.
This allows both for great plot (I burn my production to make 5 enslavement antidotes to help those poor farmers but it doesn't cost me 2 gold, although I am out of luck if I need more alchemy) Anything else I make will be in my second batch temporary or not.
It should be tied to the player to prevent abuse and confusion from the extra tags (and much easier to track in that case) I did some basic math, although people can check me, and this offers a far inferior return on compared to say Channeling, but does add flexibility to the game.
That's the basic premise, thoughts?
One of the roughest things about being a crafter in our game is the lack of options when your crafting is not needed, this is helped by flexible crafting but not solved.
My suggested solution? Personal supplies, the basic premise is a crafter can make a 5 day version of any crafted item that only they can use and lasts 5 days with all usual rep requirements. Crafting these items expends skill (PP) but costs 1 copper less per production point (before 20% Journeyman discount) as they use easy to find cheap ingredients that lead an inferior product, hence why only they should apply it as there is obvious danger in such.
This allows both for great plot (I burn my production to make 5 enslavement antidotes to help those poor farmers but it doesn't cost me 2 gold, although I am out of luck if I need more alchemy) Anything else I make will be in my second batch temporary or not.
It should be tied to the player to prevent abuse and confusion from the extra tags (and much easier to track in that case) I did some basic math, although people can check me, and this offers a far inferior return on compared to say Channeling, but does add flexibility to the game.
That's the basic premise, thoughts?