I think if I were designing a Skyrim-style RPG, I'd set it up as a system where you could commission a weapon or armor (which would then have some sort of legendary effect) and then that would, depending on the desired special effect, generate one of those radiant quests to get the magic ingredient.
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A lot of the D&D descended RPGs seem to use specialists (DA, Baldur's Gate, etc) so I wonder if that's a separate line of descent?
Maybe crafting mechanics can be refined so that it only goes so far as visual customisation, or poorer imitations of consumables.
It's not true, and it's not true that an adventurer act solo (knights and adventurers had at least one esquire to manage the inventory, mantain weapons and armor... and to procure food, services).
For this exact reason back in the day people had two or more playing characters.
Comes out tomorrow.
Take Mount and Blade II: Bannerlord; that would be a great game to put in a system like you said
I haven't played it for a good while at this point, so my understanding of the game might be out of date so maybe NPCs can smith weapons too
=)