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    Crafting Revisited

    Ashitaka_Inuzuka
    Ashitaka_Inuzuka


    Village : Konohagakure
    Posts : 399
    Join date : 2020-05-15

    Character File
    Skills & Elements: Doton, Suiton, Mokuton, Bukijutsu, Sensory, Weapon Smithing (S), Ninjutsu, Kyujutsu
    Class: S
    Ryo: 460,837

    Crafting Revisited Empty Crafting Revisited

    Post by Ashitaka_Inuzuka Fri Oct 30, 2020 3:10 am

    All right so, crafting is a big ugly complicated animal, and a field where the most clarity is the most beneficial for the most people. So I think it's only fair that some ground rules be established. Okay, well, they're more like guidelines really. There's no real requirement to follow the suggestions I'm going to list out below, but as a general rule, it would help everyone get a general idea of what we should be going for.

    Inari wrote:Name: Dagger
    Item Rank: C
    Material Rank: B+
    Materials Used: One Steel | One Wood
    Description: Bige Pige
    Requirement: N/A
    Crafting Time: 1 Day
    Yield: 3

    Name: Shuriken
    Item Rank: C
    Material Rank: B+
    Materials Used: One Steel
    Description: Bige Pige
    Requirement: N/A
    Crafting Time: 1 Day
    Yield: 10

    Name: Senbon
    Item Rank: C
    Material Rank: B+
    Materials Used: One Steel
    Description: Bige Pige
    Requirement: N/A
    Crafting Time: 1 Day
    Yield: 25

    Name: Caltrop
    Item Rank: C
    Material Rank: B+
    Materials Used: One Steel
    Description: Bige Pige
    Requirement: N/A
    Crafting Time: 1 Day
    Yield: 25

    The above list is a recommendation by Xurious to the effect I'm suggesting, but I'd like to expand on it a bit. Xur wanted the hilts and other items to not require crafting materials because they're supposedly "purely cosmetic", but I disagree. For one thing, on polearms, the haft is at least like 75% of the weapon's volume. Additionally, there is the item to craft hilts and hafts of different specialized materials than the blades. For example, Senju Wood makes a great hilt/haft due to its provision of a Chakra Cost Reduction for channeled jutsu. But since it's only about as durable as Iron, it doesn't make such a great "business end" of a given weapon. Likewise, in terms of armor, the internal padding is kind of important and requires at least as much material as the hard shell. To that end, I propose the following list (although it'd probably look better in a proper chart form, I'm not good enough at handling coding here to set that up).

    Tiny Items (Bearings, Caltrops, Senbon, Arrows, Bolts, Kakute):

    1 hard Unit (Steel, Iron, etc) = Yields 20

    1 Chem (Poison, Explosives) = Coats/Fills 10

    Small Items (Kunai, Shuriken)

    1 hard Unit = Yields 10

    1 Chem = Coats 5

    Snub Items, monoform (Fuuma Shuriken, Chakra Kunai, Trench Knives, Batons, Tekken/Knuckles)

    1 hard Unit = Yields 2

    1 Chem = Coats 2

    Snub Items (Wakizashi, Ninjato [Listed as shinobigatana], Sai, Kama, Tanto, Tessen)

    1 Unit + 1 Support Unit (Wood, Leather, Polymer, etc) = Yields 2

    1 Chem = Coats 2

    Standard Items, monoform (Bokken-nata [Wooden Sword, unlisted], Kusari-fundo [Listed as Manriki], Kunai Blade, Aribo [Iron Cane, Unlisted])

    1 Unit = Yields 1

    1 Chem = Coats 1

    Standard Items (Katana, Longbow, Crossbow, Recurve Bow, Chokuto, Kusarigama, Handaxe [Unlisted], Mace [Unlisted])

    1 Hard Unit + 1 Support Unit = Yields 1

    1 Chem = Coats 1

    Bastard Items, monoform (Bo staff, unadorned Testubo, Kanamuchi [Iron Whip, Unlisted])

    2 Units = Yields 1

    Heavy Items (Cleaver Sword, Odachi, Nagamaki, Kanabo, Greataxe [Unlisted], War Pick [Unlisted])

    2+ Hard Units + 1+ Support Unit(s) = Yields 1

    1 Chem = Coats 1

    Polearms (Naginata, Yari)

    2+ Support Units + 1+ Hard Unit(s) = Yields 1

    1 Chem = Coats 1



    *Notes:

    -A "Hard Unit" determines the Durability of the Weapon as its functional portion.

    -Monoform items can be made of Hard or Support Units if desired, but the latter is not encouraged.

    -Senju Wood, being Wood but also as hard as Iron, can be treated as either a Hard or Support Unit as desired.

    -Adding greater complexity and "features" to a weapon should increase the number and variety of materials needed to make it.

    -An existing weapon can be used as materials for a new one, reducing or even eliminating material costs depending on changes made to the new design.

    -I probably forgot something.

    -I'll tackle Armor at another point.

    -I will not be addressing Engineering.


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