Hi all
Just wanted to quickly post to ask how people tend to run crafting at their games. I was wondering about making the acquisition of materials more interesting (i.e. breaking it down into a few specific components that have to be acquired). I absolutely understand why FFG decided not to do this, but I've found that crafting can be a bit soulless when the player just says "I pay X for the parts, and make a crafting check". Might not be worth fiddling with, but I just thought I'd ask to see if anyone has tinkered with this area at all.
Relatedly, are there any other games out there with actually good crafting systems? Would be interested to read how other games deal with this.
Thanks in advance.