HamburgerBL wrote:I still fail to see a valid argument on your behalf. You say it will lead to excessive grinding, however this is not any different than the current mechanic. I shouldn't have to plow 20 fields or kill 10 bears in order to get better at smithing. I should get better at smithing by smithing.
Currently the 'grind factor' is involved in making useful products. Not ideal but a shitton better than making a massive fuckton of useless shit.
minck1 wrote:Winterbrass wrote:Chakravanti wrote:Lastly, if you're still stubbornly obsessed with the absurd notion of realism then consider why the fuck on earth making several thousand plates or swords would give you any skill whatsoever in crafting jewelry.
Agreed. A separate jewelling skill would be superior.
while Jewelcraft is a very different entity from smithing it does share some similarities. Allow a smith to get 25% jewelcraft experience while he smiths. Allow a farmer to get some cooking exp. (from food knowledge).
On the contrary. Adopting the historic profession of a blacksmith permanently bars one from ever being able to craft jewelry. In fact,the two skills are so entirely disparate that the physical strength, constitution and dexterous requirements for each profession are far an apart. It's not about experience. Having massive strength and endurance with moderate dexterity is what is required to be a blacksmith. Those who aren't already, will become with years of work and experience, massive in size and strength. A jeweler on the other hand requires very little strength at all and an extremely high presence of mind, focus, attention to detail and dexterity to complement such discipline.
Now, Go make me 50k pieces of jewelry and tell me that scarcity of resource is a sustainable and practical game mechanics under such terms of character development.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley,
O Death!