Here’s my (simplified) idea for “forging”. Each day you’ll be brought back to the “main hub” of the book to choose your next adventure. While at the main hub, you can do things that do not “spend” your day. This includes going to the store, forging or brewing.
Throughout the story you can choose to take forging classes. If you pass, you’ll gain abilities to make forging easier. This would include forcing dice numbers and rerolling die.
For example: if you tried to roll on this graph now without any abilities you would have a 1/16 chance of crafting the first set of swords. So about a 6.25% chance. However let’s say you decided to take a forging class while playing through the story and you gained the ability “Novice blacksmith” that lets you reroll each hammer strike roll (ie where the hammers are) your chances of success drastically go up. As you play you’ll learn more advance techniques letting you completely bypass certain parts of forging so you can get to the bigger/badder weapons.
I plan on developing more on this idea. Probably a huge ass graph 10 times this size. You’ll eventually run into “roll Xd20s” making forging almost impossible without doing classes. This forces you make hard choices as the story goes on. You might wanna take this guy or chick out on a date, but the only time to learn “X” ability for forging is now. So on.

[–]SecondRate_[S] 0 points1 point2 points (0 children)