The system is still idea development. These things are not settled:

  1. Gemstones: pre-charged (1:1) or empty with capacity = gp value? → Gemstones
  2. Price of empty materials – decided: empty portions sell cheaply, charged portions for 1 gp per MP. → Buying and Selling
  3. Associations: a setting layer or level-based?
  4. Harvesting detail – decided: one harvest check per part, like gathering. → Harvesting Creatures
  5. Excess MP: boons + rarity upgrade (provisional). → Magic Potential (MP)
  6. Special slot: fully on top, or half (milder)? → Special slot
  7. Power sites: lower factors now that the rate is higher? Should pushing and factor multiply? → Power Sites, Charging
  8. Casting the spell into permanent items? Today only consumables. → Consumables
  9. Leather per hide (parked): suggestion by size (Medium 2 grips, Large 5, Huge 10).
  10. Seasons: Nord has no season data, so every ingredient’s seasons are estimated from what it is (flower, berry, fungus, wood, mineral …). Adjust as you go. Abundance now sets the quantity die (plentiful d20−1 … scarce d10−1 for Low) – does the yield feel right at the table? → Seasons
  11. Finds per check: 1 find + 1 per 2 over each grade’s DC – too generous at high checks? → Foraging
  12. Fit ratings: should a good or excellent fit do something extra – e.g. advantage on one crafting check, or on all of them? → Fit