Weaponsmith Archive
Thread: Weaponsmith Specialization An idea
This idea just struck me as i was thinking of how to make it possible for weaponsmiths to specialize in a specific crafting area.
The general idea goes like this: As a combat character progresses up a specific skill tree, they gain some idea of how to make the weapons work optimally. This wouldn't work for pure fighters as they wouldn't have the craft schematics in the first place,but it would mean that a Rifleman/Weaponsmith could make slightly better rifles, a TKA master/Weaponsmith could make slightly better vibroknucklers, and so on... This would actually make sense i think, as a practical knowledge ofhow touse aweapon effectivelywould surely benefit you in making one.
These bonuses shouldn't be large enough to constitute several weaponsmith tiers, of course, but granting a +2 bonusfrom the 4 top tiers as well as 2 from mastering, giving a total of+10 or something, shouldnt be out of order. This +10 bonus could be either to experimentation or assembly, or possibly both.
The problem in this, of course, would be the need to categorize the crafting weapons to a greater degree, making it possible to have "+2 Rifle Assembly and Experimentation", as an example. I cannot see any way of allowing weaponsmiths to specialize in certain crafting lines that wouldnt require this, so im not sure its that much of a problem?
Additionally, crafters branching into several crafting professions (instead of combat skills) might be penalized slightly, not sure how to fix this, or if it even needs to be fixed... (a Swordsman/Weaponsmith being able to combine his knowledge to make slightly better swords doesnt seem that strange to me)
At any rate, thats my idea, feel free to comment/discuss ![]()