- Sep 3, 2018
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I’d probably just sell the junk off to make up the money to buy said gear.
For those players who really don't like crafting systems, I wonder if crafting would be tolerable for you if the crafting centered entirely around a specific, specialize class. Maybe a Creator or something.
That class would be able to create potions, scrolls, books, items, armor, weapons, etc. that are useful in and out of combat. Maybe even create constructs that can fight in battle or something.
Then, anything special that is used for such a class would be labeled as only being usable by that class and it has no monetary value or maybe such small value that it isn't worth carrying around to sell later. Maybe there isn't a market for such items because the class is so rare and secretive that no one even trades in such items. Maybe that class isn't well received so no one wants to buy and sell their ingredients.
With such a system, if you really liked crafting, you could use that special class and gain full access to the system. If you hate crafting, you can essentially ignore it because you won't select that class for a party member, the ingredients they use have no value or not enough to be worthwhile or there isn't a market for it. And since they are clearly identified, you don't have to worry about leaving something behind that you might need later.
Maybe people who like crafting in general wouldn't appreciate that system because they want any class to be able to do it. In that case, maybe you could make it a learnable skill that other classes could use, but all the other stuff applies related to ingredient identification and value.
Is the main issue related to inventory management and obtaining ingredients? If so, it would seem that what I proposed above might address that.