Essentially, yes. What I am trying to resolve here is that currently acquiring salvage, other than buying it, requires the Repair skill. The Repair skill is extremely expensive for certain classes, understandably, because there is no reason for a magician to be able to fix armor. My problem with this is that the ability to Repair things should realistically have no impact on my ability to find and improvise components for a crafting skill. So I am faced with the choice of either buying salvage (an unreliable avenue at best) or paying a quite hefty sum of karma for a skill which I don't realistically need or want because it lumps in a largely unrelated effect.Plot wrote:I think I might be misunderstanding something, so just checking to ensure I'm following along the same trail of thought on this one:
What's being proposed would be the first ever character build skill that grants a PC free item tags every event that aren't in any way linked to actually playing in character and also aren't bought through Rads; yes?
There are several solutions to this problem. A few have been brought up that I like quite a bit better than any of mine, which was just the first thing I thought of. Newsflash: I over-complicate things. I honestly think I might like Tashias solution better, but I'm not sure yet.
Perhaps the simplest solution would be to separate the Salvage-finding and Armor Repairing functions into different skills.
TL;DR:The ability to break some piece of junk apart for a useful-looking piece really doesn't seem like it should require the same intricate mechanical knowledge as the main effect of the "Repair" skill.
edit: I realize this seems like a bit of an unrelated tangent, but that is the beauty of discussions: Over the course of this thread I have narrowed down my own understanding of what the actual problem is I was trying to solve.