[Suggestion] Artificing Crafting Skill

So I have seen a fair number of concerns raised about the availablilty( and rarity) of lightsabers, and that that got me to thinking about a few other interesting ideas. An Additional thing I noticed is that there seems to be a lack of off-hand items for Jedi/Sith characters. Unless I’m mistaken its either dual wield, or wear a shield that hampers your force activation time. So if you don’t intend to wear a shield, there is no real incentive to not dual wield. What would be interesting to see is some off hand items that would give some benefit to using force powers. Relics or the sort that a Sith Sorcerer might hold or meditative focuses for example.

Some of the other threads have made some great suggestions on things to do with lightsabers, and this crafting skill could be used to account for that. It might be fine to leave the common lightsabers in engineering but higher level lightsabers would be crafted with Artificing to represent how they are often more than than just assembled components and a degree of force manipulation goes into creating them, or attuning them to the user.

In addition to requiring material components I think it could also be interesting to have the blueprints require spending force points.

Artificing could make thing in four major categories:

  1. Lightsabers
    Training sabers (using Weaponcrafting components)
    Basic Lightsabers (Using engineering components)
    Attuned Lightsabers ( using components made from engineer)

  2. Relics and Foci
    These items would take components made from other crafts, enhance them with the force, and then also assemble them into a finished item.

  3. Attuned Force Armor
    I propose to move Force armor production into the artificing skill. The armorcrafting skill would instead get blueprints to make clothing that modify crafting skills or have other non-force, non-combat related utility.
    Force armor would still be made from components crafted with armorcrafting, the same ones used for clothing, but are assembled with this skill.

  4. Jewelry and Mods

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Holocrons. Offhand holocrons that grant massive buffs to FP regen, allowing blaster/control sith and jedi. Possibly even open up force-enabled heavier armors later on? Sith used heavy armor pretty commonly. Jedi were known to wear heavy armor occasionally. Doesn’t have to use same heavy armor bonuses, maybe something like half and half on the FP/HP regen between robes and heavy?

You can get metal that adds blue slots and can use metal in armor, blue slotted heavy armor fulfills the function you want, your issue will be cast time. And for fp regen force packs exist and so do bonus fp regen mods

You don’t get any of that bonus FP regen during combat though (except using force packs), at least that I’ve noticed. And I haven’t found a way to use metal on armors. The only component blueprint that uses metal, are the metal reinforcements, but you can’t actually use those in any armor blue print. It gives an invalid component message.

It’s there, and they use it literally right now in the setting. Armor shouldn’t affect activation speeds at all.

If you make the armor with that in mind it shouldn’t.
You just have to specially design the armor, which makes sense.
Right now my pc is having heavy armor maxed out for casting speed being made once the crafting is fixed again. And I will check how well it works.
But you can stack a bunch of plus casting speed to offset that penalty. It just requires investment.