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#961937 28/08/26 07:11 PM
Joined: May 2022
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Please improve crafting. It was a real mess trying to keep track and organize ingredients DOS2. After crafting an item it was a real mess to chase down where it went in the inventory.

Last edited by Blitzman; 28/08/26 07:13 PM. Reason: error
Joined: Aug 2023
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Nothing wrong with good crafting.

Personally I'm all for it, I enjoy a good craftig system.

Many people find that tedious though so it should be optional and you should still be able to get great equipment without or with only minimal crafting.

Joined: Nov 2023
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old hand
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Joined: Nov 2023
Would be nice.

DOS2 had some interesting and convenient crafting recipes. Like turning metal fragments into lockpicks or nails into upgrades to apply to boots to prevent slipping.

BG3's "Crafting" was more annoying. Like "Gather 18 billion of this incredibly rare ingredient that only 2 actually exist in the game unless you vendor exploit, then you can craft ONE singular mediocre potion"

I remember hearing rumours that all the Iron and Silver ingots you find all over was supposed to become part of a crafting system too, but it was eventually scrapped... I wonder how it would have turned out?

But yeah, crafting systems can be interesting if done well.

They can offer different scope. From simply altering existing items to tune them to your liking (For example, putting one of a selection of enhancements on an item, or adjusting one of its stats), to outright crafting new items (Be it creating unique things from rare recipes, to utilising existing items to allow you to copy/remake certain effects onto different item types (I.e. Maybe you want Returning Pike's returning feature, but on a weapon other than a Pike))

Not to mention, consumable crafting. Potions, Scrolls, Bombs, Traps, Poisons, Weapon Oils, Elixirs etc. You can provide a lot of options with such things (Also, it can be interesting for builds if you had feats and item effects that played into some of these. Have a sneaky thief reverse pickpocket Bombs and Poisons into people's inventories to harm them without being noticed. Have bonuses for attacking using weapon oils. Grant bonuses to using Scrolls and Traps. Let someone chug a ton of potions for few action points etc)

Heck, if we have something like a central hub place (I.e. Camp but like, one singular location that is somewhere we return to repeatedly over the campaign (Like the Ship from DOS2)) you can also craft upgrades and features for said place. Furniture and decorations. Additional facilities. Improvement to facilities. With enough scope, you could get people spending thousands of hours just decorating their hub.

It just depends on how much time gets put into the system, how much scope it has and how available crafting materials end up being.

Joined: Jul 2017
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Joined: Jul 2017
Improving the handling of features is always welcomed. However I really hope that crafting will be absolutely optional. I don't like crafting and don't want to be forced to put effort in it.

Joined: Feb 2024
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Joined: Feb 2024
It was a nice side game to decorate camp with all kinds of lab equipment, but it would have been nice if that could have been used to brew better potions and/or with fewer ingredients, if you're using the lab in camp. No complaints about being able to just whip up the necessary potion in your backpack at full jog, though! Since I hadn't read anything ahead of starting the game, I also had like 53 ropes until I realised that I'm not going to need them. I think the balance of challenges in BG3 was pretty decent. I think I didn't pick-pocket until late in Act 3 and that was to fix a bug in the Anhur quest. What I missed was the option to scribe scrolls as would have been standard in AD&D, but I'm not sure if that's a BG3 or 5e thing.


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