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Original post by ntharotep
I would have to disagree with some points of this, respectfully. There may be some people that are skillful at everything in a game but there is no one on the planet who can literally do everything....
It's true that not everyone can do everything, but to an extent, I want there to be a possibility to do everything, just that there needs to be an adequate trade-off. Everything needs some form of trad-off so that most players are motivated to staying in a class structure as they are the most efficient way to play.
The major problem with any role playing games is balance classes, and even techniques. As long as both of these can be balance appropriately, then players are willing to play. But when one is superior, then most players will move towards playing that class, or getting that technique. The question is "Can you make sure that you have balance for both class and techniques?" The need for socializing is an ability that everyone needs in real life. Anyone without this skill will have a large chance of failure in real life.
Maybe the crafting class does not have the courage to kill monsters. Even if they have a lot of strength, it takes courage [mental strength of some sort] to kill something, and these craftsman are unable to do so.
Maybe we can take psychology into account. People gain the ability to do something by doing that something. The more they experience, the more efficient they are able to do that task, but they must experience the correct way. Perfect Practice makes Perfect is the ideal here. The more you practice something, the harder it is to do a deviating movement because you don't want to lose the perfect of this one skill, you will be unable to learn another skill that may jeopardize your current skill.
Like real skills, maybe your craftsman are not efficient at the beginning, and need to use more materials to get the same results. When they are more skillful, their waste of materials decreases for the same product. Also, you should have them research by combining different materials together to learn new techniques, and there should be failure chances. Maybe you can have unknown side effects for the potions that your craftsman created because they have not mastered the ability to create that particular potion.
You can have crafting cause the player to stay in a non-moving environment, without moving "animates" that they are unable to reach to moving "animates," in this case monsters. Because they are used to being in one place while crafting, they lose their ability to reach to moving entities, but gain reaction to sudden movement, sudden sound changes, etc. A blacksmith might pound his hammer over and over on non moving metal, so being unable to react to moving enemies is common.