Equipment

Traditional D&D equipment focuses on adding magical enhancement and utility to fighters. Spellcasters have less to gain, since they have that power out of the box, but they could always grab some stat boosters and defense items. 5e wiseley throttled back on stat boosters and defense items, but this left little for items to offer to spellcasters. Then came system 7 and 8, which ensures every character has powers of some sort, and thus equipment is in a tough place.

But this is nothing new to RPGs, just D&D. In MMOs, players chase items with little to no utility or flavor, simply because they have higher stats. While I think we can do better, it does offer a simple paradigm: items enhance players across the board, rather than offering specific utility. This is the approach I take with equipment in System 8. There are some items that offer utility, but they are the exception rather than the rule, and focus on secondary utility, since anything a PC really wants to do, they'll have a power for.

But which types of items will offer what enhancements?

What, in mechanical terms, are crafting skills? System 8 doesn't have traditional skills, but it does have skill feats, and those are appropriate for many aspects of crafting. But consider alchemy: you have a feat that lets you craft several potions per day. One of those might be natural armor, another fire resistance, a third slowfall. Okay...each of those is a feat by itself. So instead of being balanced against these feats, it would be a single feat that lets you select boons equivalent to other feats, multiple times per day, and give them to someone else. That's just not balanced for a feat.

Now, a power? Now we're talking. They're much more rare, and there's the benefit that pure fighters are always hard up on power options that don't break the "pure fighter" fantasy. If Blacksmithing were a power, we could justify it having very major benefits. Perhaps the Blacksmith gains a free weapon or armor piece that is significantly powerful.