Hey Smiths of All Sorts!
I accidentally posted this in the in character bulletin board but the point was this:
Soon, if we haven’t already, we’re going to be beginning to experiment with Special materials! For those of you who are not aware, Special materials are totally separate from the basic materials like fiber, wood and metal. So they don’t fulfill any crafting requirements for total basic material amounts. They’re simply additive. So whatever item you are crafting needs 2, 4 or 8 basic materials in addition to any special materials you throw in. There is, however a limit to how many rares you can use on a project. Your limits are based on whether or not you are crafting within your specialty:
Working Outside Your Specailty:
1 for Basic Items
1 for Journeyman Items
2 for Master Items
Working inside your specialty:
+1 at all levels (2, 2, 3)
Specialties for Armorer are:
Crafter (Does not provide a bonus to rare materials but allows you to make easily repaired items)
Specialties for Weaponsmith are:
1 Handed Melee
2 Handed Melee
All the smiths in town - weapon and armor - will be utilizing the same set of special materials to build our wares. I think we gain a lot from collaboration in discovering what these things do.
This crafting system is cool for a number of reasons:
- Most crafting systems I’ve used lack entirely the element of discovery and experimentation. This one is very rich with opportunity to experiment.
- We don’t know what any of the special materials do.
- We don’t know what they do when you combine them together.
- We don’t know what they do with different bases
- They probably do very different things if you put them in a weapon vs. armor
- They may even do very different things for different weapon types
There’s so much we don’t yet know and we can either try to figure it out on our own and miss out on one another’s valuable insights and duplicate eachother’s data, or we can work together to discover how it all works.
I want to do this methodically. The goal is to figure out patterns in our results. So I’m going to get us started on a spreadsheet for figuring out this system. I’ll edit the post to add a link. To start with it’s just going to have a page for each type of experiment we can perform: Basic, Journeyman and Master (one set for Armorer one set for Weaponsmith). Each page will have space to enter your experiments and the result. Every item you build that uses special components is an experiment! Help us fill it in!
The pages have been designed to help us identify patterns. Once we start to have a theory of how the system works under the hood, we may need a new spreadsheet.
Our thoughts right now are:
- It is likely that each item behaves differently in armor vs. a weapon.
- It is probable based on the properties of basic components that the effect does not change based on weapon type. But in case it does, we are tracking that.
- It is possible that adding special materials will add a new effect in addition to the item’s base effect. This effect could be cumulative (1 maim AND 1 knockback) or alternative (1 maim OR 1 knockback). We’re leaving space for multiple effects.
- It is also possible that adding a special material will augment the existing effect regardless of which material you use - all that matters is the base. But we think this is unlikely except possibly as a fringe case where a particular material has that property. Otherwise why bother having multiple materials?
- We think it is likely (based on the way basic materials work) that adding multiples of the same rare component further enhances the effect that a single material of that type would provide. It’s even more likely because you can only have 1-3 rare materials, which corresponds to the max number of stacks of a single effect you can get from basic materials.
- It is also possible that adding multiples of the same rare creates a completely different effect. This seems unlikely because of the number of effects that would need to be created, but it’s possible that some special materials create effects that can not stack (such as easily repaired or proficient shield) so we can’t rule it out as a possibility - at least for some materials
- Adding different special materials to the same item may stack all the lower levels of each effect, or it may create an entirely new effect. In the former case once again this could be cumulative or alternative. We think it’s likely that the former case is true because it’s simpler and makes adding new materials easier. Once we start getting materials from the origin that’s going to be pretty critical because the origin is constantly changing.
- The crafting level of the item may also impact the result - for example it may be that 1, 2 and 3 stacks of a particular component may have weaker effects or fewer uses on Journeyman equipment than on Master equipment and so on. This seems like an unlikely complication but it’s worth considering since otherwise journeyman and basic items, as far as we can tell, get the exact same effect from special materials, differentiated in quality primarily by the strength of the base layer.
Of course, this is pure speculation. The truth is out there though and we need your help figuring it out!
Here is the form (coming soon gimme a sec): https://docs.google.com/spreadsheets/d/1A31RoXQUZQ03Obon7jWl6Jnz2-kQozBNmSIztsEGUfQ/edit?usp=drivesdk
Please consider filling out your experiment in advance of discovering the results so we know to ask you about it in character. This is more fun if we role play it than if we do it all on the forums out of character!