Title: Crafting System Post by: perk31 on April 23, 2007, 09:08:24 AM I think we should remove the crafting system. I think it takes far to long to get any level of proficiency to be of any real value or interest and that space could be better utilized with resources that actually enrich the module. I don't know how close we are to the 16k limit, I'm downloading the current module now, but I'm sure we have to be close. The one thing I would like to keep is the treasure maps and the magical map. I'm sure with some tinkering we can get those to run by themselves.
What do you think? Title: Re: Crafting System Post by: perk31 on April 23, 2007, 09:17:10 AM We are currently using 13,451 in module resources and the limit is 16k.
Title: Re: Crafting System Post by: Podilarius on April 24, 2007, 07:09:47 AM hmmm ... removing that system would be difficult ... it accounts for most of that 13k ... question is do we try to tweak it so gaining a proficiency is easier or remove it or keep it? Once a player has completed all the quests we have out there (say we have tons) what do they do while we come up with new ones (aside from DM events)? It could be a way for them to show off during DM and quest events ...
We need a poll open for this ... we need to see what everyone thinks. Title: Re: Crafting System Post by: perk31 on April 24, 2007, 07:43:11 AM Well consider how many items, areas, npc, conversations, etc you create for a single quest. Every single thing you add to the module increases the resources being used so 2.6k will be used very quickly if we put any effort into new development. I would guess that removing the crafting system, and it might be difficult to remove everything, will free up around 10k.
Title: Re: Crafting System Post by: Podilarius on June 26, 2007, 12:20:09 PM Also, we could start every one off at a higher level than 0 on the crafting. What do you think?
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