A bit of background: The rpg thing I wanted to do on forum games has basically grown into a project I've been toying around with in visual studio, a roguelike that features a lot of roguelike elements but battles are played out more like shining force/ff tactics in that it turns to turn based strategy. The problem is, I really, really want to have a lot in the way of roguelike feel to the game as in a lot of randomized stuff, and stuff you can do. I've been playing around with equipment systems and I've come up with code that spits out a random piece of equipment based on a "value" given in. However, I want the player to also be able to craft items using materials as well, and encourage the player to, instead of tossing weapons or armor or just selling them, salvage materials from them as well. How complex should it be? What I've currently got semi-coded and rest on paper is: various skills govern ability to use various materials: ie blacksmithing for metals, tailoring for cloth goods, etc. core stats (str, dex, int, wil, vit, cha) can affect crafting. user picks what they want to make, and the two materials they want to make it with. dependant on the skill it can be either be so badly done the item isnt made, made shoddily, or goes up to even being a masterwork item at a high enough roll. the problem I'm having is in the HUGE diversity of materials i've already got coded in - some materials can do better things than others, and a lot of the difference in possible crafts looks like it can come to just trying to min-max stat values. Is this a bad thing? Or should I try to make it more "hand-holdey" where it just does it for you? Or should I just scrap the idea of allowing users to spend time making their own things altogether?