Consolidation of Artisan Abilities

Artisans of the Western Coalition, specializing in resource-gathering and crafting.
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Consolidation of Artisan Abilities

Postby Jirato » Sat May 30, 2015 4:31 pm

To make the transition to generalized a bit easier, we're making some changes to Artisan-only abilities.

First, all skill gains granted from abilities have been removed entirely.

Abilities that ONLY granted skill gain and did nothing else have been removed entirely (Fishing and Farming).

Blacksmithing: Apprentice, BlackSmithing: Journeyman, and Blacksmithing: Master have been consolidated into a single "Artisan Blacksmith" ability. Having this one ability will grant all the bonuses that the three previous abilities did.

I'll be making some further adjustments in the near future.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Re: Consolidation of Artisan Abilities

Postby Jirato » Sun May 31, 2015 4:36 am

  • Appraisal Specialist has been removed.
  • The pre-requisites for Swindle have been removed.
  • Pre-requisites other than Swindle have been removed from Merchant's Eye.
  • The abilities to appraise commodities outside of a market and reduced roundtime when counting riln have been added to Merchant's Eye.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Re: Consolidation of Artisan Abilities

Postby Jirato » Sun May 31, 2015 11:59 am

The leatherworking abilities have been consolidated.

Shopkeeper has been removed but will likely be re-introduced at a later date once an actual shopkeeping system is in place (the sales carts were removed quite awhile ago).
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Re: Consolidation of Artisan Abilities

Postby Zoiya » Sun May 31, 2015 12:01 pm

instead of some of the outdated abilities, how about things that allow them to smelt purer metals and weird stuff like that, I never played an artisan, so I'm a bit lost on this.. lol
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Re: Consolidation of Artisan Abilities

Postby Fayne » Sun May 31, 2015 12:51 pm

Actually, I Zoiya's suggestion gives me an idea. Why not grant Artisans the ability to get 1/4 more metal from each chunk of ore? Put 4 chunks in, get 5 standard bars back. The non-standard ores, like bloodsand, could either be included, or it could be said that these are already as pure as possible and still only grant a full standard bar for each chunk of ore.
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Re: Consolidation of Artisan Abilities

Postby sona » Sun May 31, 2015 12:52 pm

I feel that's a fair balance. By condensing the guild abilities into 1...

blacksmithing:
-1 guild ability
-4 gen. abilities

Leatherworking:
-1 guild ability
-3 gen. abilities

lapidary:
-1 guild ability
-1 gen. ability

- the above gives us our three core guild skills, without counting harvesting abilities to get materials to work with. current total: 11 pts

Lets add mining then! And wagonmaster, because everyone who doesn't have a wagon-accessable home will at the very least need to take it as an artisan.

Mining:
-2 guild abilities (mining, prospector)
-1 gen. ability

Skinning:
-1 gen. ability

currently: with wagonmaster: 16 pts.

Now that's more reasonable, it lets artisans take all the core guild stuff, gives the option to generalize a bit, but not do both. I think my counting there is right. ability points to buy adv. smelting techniques: riversteel, etc, might be reasonable as well.

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