I made a quick suggestion there, but I'm expounding on the idea here since I've put more thought into it and it touches upon multiple systems that are beyond the scope of the original thread. The idea is this:Rias wrote:How can jewelrycrafting be more interesting/useful? Not useful as in "make awesome enchanted gems for items that give you +5 to your dodge!" because that isn't going to happen anyway, but useful as in ... well, like was already stated: Once you've bought that splendorous black diamond pendant or whatever, you're pretty much set. I guess if people are buying junk like that, they might be the type to be more expensive jewelry pieces just to show how wealthy they are, because wealthy people are weird like that.
I do acknowledge the other problem of NPC vendor jewelry being infinitely available, and at extremely low prices. I may have to crack down on those items.
Make it so that gemstones can be used with channeling as focusing crystals and/or energy reservoirs.
I see gems working with channeling in one or more ways:
1. All channeling requires a focusing crystal. This makes gems (and therefore jewelry) the swords and axes of channeling by making it so that channelers must channel through a gem. They provide the energy, and the gem focuses it into something coherent. Maybe it is possible to channel without a gem, but you do so at a significant penalty. Or, interpreted another way, you can channel without a gem just fine, but a gem provides a substantial boost. Though I don't think channelers really need a boost so this would require rebalancing things.
2. Only especially powerful spells require a focusing crystal. You can manage the rudimentary 'channel and throw' without a gem, but if you want to try something especially powerful you need a gem. You may need a specific sort of gem for specific spells.
3. Gems store energy that a channeler can tap into later (a la cambrinth). Channelers can charge gems before going into battle then draw out the energy in that gem when needed. Again, I don't think channelers need a boost, so this would probably require rebalancing energy costs for spells.
I prefer method 1 with maybe some method 2 mixed in for fun. Virtually every other combat character requires equipment to be effective, and this equipment has a huge impact on their effectiveness and requires maintenance. Making gemstones the "weapons" of channeling doesn't penalize channelers but put them on the same footing as other combatants, and in a way it benefits them as they can now gain the advantages of high quality equipment. How?
Different color gemstones work with different kinds of channeling, and rarer or more valuable gemstones are inherently superior. The gems match the color of the energy you channel, so aeromancy is white (I think? Haven't seen any aeromancers), cryomancy and hydromancy are blue, geomancy is green, pyromancy is red, thaumaturgy is yellow (thematically, I'd like to switch the colors of aeromancy and thaumaturgy), and sorcery is black. I could say more about which specific gems go with which kind of channeling if I had a gem list. Turquoise, for example, would be low-end cryomancy/hydromancy, rubies would be high-end pyromancy, etc. Quartz is an exception. Quartz is the newbie stone, the copper of channeling, and it can come in any of the various colors. Diamonds might be the similar exception at the opposite end. And I have no idea what to suggest for druidry because I don't know how it works.
Actually, diamonds are over-played. We should make some awesome, unique-to-CLOK gems like we have bloodsand and celestium. Something rare with some real 'oomph.'
Once you have the right color and type of stone, you have to facet it. Faceted stones are inherently superior to cabochons. We could leave the cut (shape) of the stone to personal preference with no more impact on gameplay than the adjectives of weapons, or we could have different cuts better suited for shaping energy in particular ways. The latter might be especially good if we go with method 2: Certain abilities require a round stone, others require a princess cut, etc. But I think that runs the risk of making things too complicated, and I still favor method 1. Let people pick which cut they think best suits them.
And, like other equipment, quality matters. This then makes jewelers as valuable to channelers as weaponsmiths are to fighters. It also resolves the NPC jeweler problem. You can buy as much average-quality jewelry from NPCs as you like, and it will perform just as well as a storebought sword. Which is passable. You can even buy it just to look pretty. If you want that extra edge that higher quality or rarer materials gives you, then you need to seek out a PC jeweler.
One other thing: Gems degrade with use. The stress of channeling eventually breaks all gems, and they can not be repaired, only replaced, so make friends with your PC jeweler. The process would be slower with method 1, as that is a more gradual strain, and more dramatic with methods 2 and 3, where a sudden surge of power wears gems out quickly. An important thing to note is that it is only the gem, not the setting, that takes damage, so you can keep reusing your favorite settings. For more gem-specific damage messaging, a scuffed gem might be scratched, a battered gem might be cracked, a damaged gem might be fractured, and a broken gem might be shattered or just fall out of the setting in chunks.
I think you could set your gems in just about anything you want. If you really wanted, you might even just walk around with a big orb in your hand. I can see woodworkers carving wooden wands and staffs or smiths forging metal ones for jewelers to set gems in so that people can carry their gems in style. You might wear your gem on a big pendant or a tiara. You could wear multiple pieces of jewelry each bearing a different kind of gem so that you can do different types of channeling with method 1 or special abilities with method 2. Or deck yourself out to have a good reservoir with method 3 or a few spares in case something goes wrong. Templars might set their gems in the hilts of their swords.
I think that's it. Sorry about the length of this post, but I wanted to make sure I covered everything.