Crafting and Materials

Im going to pitch the basic skeleton of an idea for a crafting system

Id like your thoughts on whether this meets your needs

There are two overarching categories of materials

Generic materials which are assigned a quality rating (minor, greater, superior), these materials can be merged together with materials of the same quality to increase their quality by 1 stage.

The second type is attribute materials which have an associated adjective such as tough, fiery, toxic, reflective

Creating magic items will require at least one of each with quantity and quality varying based on what you are attempting to craft

So for example a lesser material and a fiery attribute component could make a 1d4 flametongue

Swap to a greater material and its 1d8 etc

Add more attributes and it gains more fire based abilities, such as converting its physical damage to fire or granting spell like abilities

Certain monsters have a chance to drop attribute components appropriate to their biz

There is also a chance to find mats while traveling which increases if you slow down to search

There is a component called fragments that make minor mats as well

My current schema has 5 stages of material quality. Minor<lesser<standard<greater<superior

In your example pie, using a superior component would be more likely than 2x greater, but this could happen

3x materials merge to upgrade quality