Violent Beard
February 28th, 2011, 01:59 PM
Repair Deeds & Poisoning Deeds. I think it makes sense to have these items in the game, since it's a pretty integral part of both crafts (less so with blacksmithing though), to be able to repair and to be able to poison respectively.
It's not actually feasible economically to hang out somewhere all day and wait for customers to pass by to offer your services.
Anyhow, how about making it a reward for skilling up as well as a money sink. Tinkers could sell blank deeds for a somewhat hefty sum, say 20 gp, which could be turned into either poisoning or repair deeds. You'd have some sort of failure rate at actually creating the repair deed (it could break), similar to repairing/poisoning an actual item. For blacksmithing, the repair deed should be able to fail to repair the item. Just as normal repairing, this should drain some item HP, making it more sensible to purchase repair deeds from blacksmiths with high skill.
For poisoning, the creation cost should be substantially higher (maybe twice the potion cost?), since otherwise noone would sell anything but poisoning deeds. It wouldn't make sense then, since the customer would be better off picking for himself what he wants to poison.
I don't think it needs to be more complicated than this. I would like to stress it harder for poisoning, though. It would make poisoning as a pure craft skill far more viable. Right now I can imagine it's pretty much a pain in the butt to try to integrate poisoned items into your play unless you can apply the poison yourself.
What do you guys think? Would you want these items or not? ^^
***PS: To mimic reality, the repair deeds should occasionaly smelt your item as well.
It's not actually feasible economically to hang out somewhere all day and wait for customers to pass by to offer your services.
Anyhow, how about making it a reward for skilling up as well as a money sink. Tinkers could sell blank deeds for a somewhat hefty sum, say 20 gp, which could be turned into either poisoning or repair deeds. You'd have some sort of failure rate at actually creating the repair deed (it could break), similar to repairing/poisoning an actual item. For blacksmithing, the repair deed should be able to fail to repair the item. Just as normal repairing, this should drain some item HP, making it more sensible to purchase repair deeds from blacksmiths with high skill.
For poisoning, the creation cost should be substantially higher (maybe twice the potion cost?), since otherwise noone would sell anything but poisoning deeds. It wouldn't make sense then, since the customer would be better off picking for himself what he wants to poison.
I don't think it needs to be more complicated than this. I would like to stress it harder for poisoning, though. It would make poisoning as a pure craft skill far more viable. Right now I can imagine it's pretty much a pain in the butt to try to integrate poisoned items into your play unless you can apply the poison yourself.
What do you guys think? Would you want these items or not? ^^
***PS: To mimic reality, the repair deeds should occasionaly smelt your item as well.