Sawyer said this in the SA thread, which is what I figured:
Durability is what adds value to the skill, albeit in a sort of addition by subtraction way. You remove durability and crafting suddenly becomes totally unnecessary to have on more than one character, as is often the case.
Honestly, crafting is never something I've particularly cared for in most RPGs. Crafting tends to work decently in single-character games like The Witcher series, but in a party-based affair you have to add value to the skill or you'll simply have one set crafting character and the skill is suddenly void for everyone else. You'd be making it completely redundant to put on more than one character.
People wanted crafting as a stretch goal, after all! The devs are beholden to it. The other potential option would be to remove the durability mechanic and have crafting as some inherent ability of certain companions right off the bat, removing it as a set skill that can be chosen by anyone. Though in the end, people would probably just feel pressured to take some crafting companion around that they may not otherwise like (similar to a mule companion). Perhaps another option is to give every character crafting as some natural skill, with some more adept at it than others.
What I'm curious about is how durability will affect characters who rarely or never use physical melee attacks, i.e. wizards, and who also tend not to be hit as often. Ideally, there should be value in putting crafting on that sort of character as well, so that making the choice to take the skill is something you have to consider for everyone. Tim Cain's follow-up post should clear up a lot of it.
ropekid said:Without a more broadly-applicable per-character benefit, it becomes a skill that one character takes and no one else should ever take -- unlike something like Stealth, for example. If you put points into Crafting and you gain a companion who also has points in Crafting, one of you just wasted a bunch of skill points.
Durability is what adds value to the skill, albeit in a sort of addition by subtraction way. You remove durability and crafting suddenly becomes totally unnecessary to have on more than one character, as is often the case.
Honestly, crafting is never something I've particularly cared for in most RPGs. Crafting tends to work decently in single-character games like The Witcher series, but in a party-based affair you have to add value to the skill or you'll simply have one set crafting character and the skill is suddenly void for everyone else. You'd be making it completely redundant to put on more than one character.
People wanted crafting as a stretch goal, after all! The devs are beholden to it. The other potential option would be to remove the durability mechanic and have crafting as some inherent ability of certain companions right off the bat, removing it as a set skill that can be chosen by anyone. Though in the end, people would probably just feel pressured to take some crafting companion around that they may not otherwise like (similar to a mule companion). Perhaps another option is to give every character crafting as some natural skill, with some more adept at it than others.
What I'm curious about is how durability will affect characters who rarely or never use physical melee attacks, i.e. wizards, and who also tend not to be hit as often. Ideally, there should be value in putting crafting on that sort of character as well, so that making the choice to take the skill is something you have to consider for everyone. Tim Cain's follow-up post should clear up a lot of it.