(posted on the suggestion of @Elgarion) Looking at the craft system overall, it really needs to move away from RNG and more towards a skill based system. My suggestion is that your skill level in a crafting skill gives you a certain number of points (Craft Points, or CP) to create an item. Each item has a set number of points needed to create (ie, a Dagger takes 25 points to craft, a Halberd takes 95) and a durability based on the components you're using to make the item (higher quality components means you start with a higher durability). You use your crafting points with sub-skills that move the crafting process along to completion (from 0% to 100%). Some of those sub-skills move the item to completion. Some sub-skills increase the durability. Some sub-skills imbue the item with certain properties (based on the materials/components). Here is where you could also include Mastercrafting/Enchanting, which give additional skill buttons to use crafting points to take additional materials (ie, silver ingots, gold ingots, gems, jewels) to add effects to the item. You MUST complete the item though (spend the 25 points to make that Dagger, or the 95 to make that Halberd). Each sub-skill has a chance to fail, which means the points are spent, but the progress isn't made/the durability isn't added/enchantment or masterwork didn't take. This way, crafting is still a skill based system with limitations, but less of an RNG-fest, and more of a sense of accomplishment. Raising your level in a skill unlocks more crafting sub-skills. For example, when first starting out in Blacksmithing, you have only two sub-skills that increases Completion. At Blacksmithing Level 5, you gain a new sub-skill, which increases Durability. At Blacksmithing Level 8, you gain a sub-skill to do an Enchant. And so on as you level your crafting skill. (of course, all these levels and numbers are made up for example sake). I would also like to see the quality of the components come into play more. Why do we make Exceptional Maple Boards, and Exceptional Copper Bindings, and Exceptional Supple Leather if those exceptional qualities do not translate into the manufacture of an end product? Perhaps making a piece of armor using exceptional materials by default increases the base durability of an item, or enhances the bonuses inherent in the component. Below is a quick sample UI. (if the image does not show, right-click it and select "Open Image in New Tab") The Completion progress bar fills from left to right (from start to completion). The Durability progress bar fills from the bottom to top (starts somewhere in the middle, based on the default durability of the item and the quality of the components used). The Craft Points progress bar starts completely filled with the number of Craft Points (CP) the player has in that crafting skill, and empties as the player uses the sub-skills to craft the item.