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  1. Hello, I thought I'd share an idea I thought would be: easy to implement logical rewarding interestingSo, instead of being able/not able to craft a certain item at a certain level, it should be possible to try at any level. This is how real life works, so... it makes sense. The rate of success could follow an exponential function such as: Of course there must be a penalty for failure, right? Suggestions: crafting materials are destroyedcrafting materials produce some unwanted productyou hurt yourself (clyde) ps. It could be even be made so that the "quality" of a produced item depends on the combination of your experience and luck, like it is in real life, but in a less "quantized" manner (level X != you always produce quality, level Y != if you have luck you may be able to exceed the typical quality of your level)
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