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I disagree strongly with the thought that "crafting should matter". This sounds like a completely different game from what I have supported up to now.
Maybe I have misunderstood. I'm following this thread and hopefully I'll learn more before I make a final decision.

On a MUD (text-based MMO for you young whippersnappers) I used to play, the stuff you crafted was equal to the top-tier loot, but you could make it exactly to spec - the description (remember, text-based, so how it looked was entirely up to you) and your choice of bonuses and buffs. I made a decent living in game making people armour to order.
So for SoH, if, say, we have something similar to sets of augments that give small bonuses as a group, crafted sets could pick their group bonuses? So a top end augment and a crafted augment might both do +40% accuracy (or whatever), but the if the set bonus for the dropped augment is +resist and you want +defense then you'll need a crafted one (maybe some basic restrictions like each bonus has to be different).
Regarding the crafting skills, I like the idea of limiting them to one or two per character, but as Pyrion has already said that wouldn't really make any difference because you can have multiple characters. So there is no real point limiting how many you can learn, but if they take a long time to learn then it has a similar effect - people may only ever grind up one or two unless they're really dedicated.
And my final suggestion, combining both these points: crafted augment "sets" are made up of one augment from one of each skill. So to get the maximum benefit from the customisable set bonuses, you've either got to learn all five, or get someone else to make you the others. And for slotting, since we have eight slots, that means you can only fit one "full" set in, or two not-quite-full sets, which makes for another interesting choice (since the available bonuses would be bigger the closer you were to a full set).
quantum sufficit
But of course what would happen in that case is that people would just spread the skills to their other characters and move half made items around.
One idea for that would be that certain items need actual crafter groups working together at the same time.

I am a gathering whore and a dedicated crafter. None of my guilds ever have second-rate gear. If I had my way, a maxxed out crafter should be able to craft top-tier gear 75%-90% of the time, and of the successful ones, 10% should be augmented (or whatever a 'critical hit' for crafting is).
Also, it should take more than a single weekend to max out crafting. I kind of like the Sims Online method of slowly losing your crafting skill over time if you don't use it.
Consultant post_id=24836 time=1579433091 user_id=53 said:
We will start with five crafting areas of expertise. A character learns about each of them by doing some missions with each of the big five NPC heroes.
Here's a question for the community: should a single character learn one and only one crafting discipline, or should a single character be able to learn all five?
Well, if you're going by origin then I'd say that two at the most sounds perfect, seeing as how some origins can overlap that is. If you don't intend for crafting to be in any way related to origin then you can do whatever you like. One or all, it's your choice.

Here's a question for the community: should a single character learn one and only one crafting discipline, or should a single charcter be able to learn all five?
Casey McGeever
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