Weaponsmith Archive
Thread: Crafting System Enhancements going in Publish 7
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Arrya
Sat Feb 28, 2004 1:00 am
#2
One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.
Is this a flat out admission that the assembly skill has been completely broken up until this point and there was always a 5% chance of failure regardless of your skill, your modifiers, etc.
I gotta say it is consistent with what I have experienced. With MWS, a +20 assembly suit and a +10 racial modifier, I still have assembly crits about 5% of the time.
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