New Crafting/enchanting System

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*Tomekk
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Tomekk »


Sinlinara,Jun 15 2017 wrote: ...isn't D&D, but rather a different game entirely.
So, Neverwinter Nights 2? :P
*Darkrob
Posts: 1097
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Darkrob »


Sinlinara,Jun 15 2017 wrote: I think that changing things in that direction would be a better solution to the problem you are describing. Because it sounds to me like what you want isn't D&D, but rather a different game entirely.
If we wanted to use the default D&D system, we'd already be using it. However, we're not so that's why we're discussing other options. Will they come into practice? Dunno... I'm not part of the official discussions being held about the system. I'm just talking as a player who'd like to see some changes.
*Sinlinara
Posts: 528
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Sinlinara »


I would personally prefer a system that is closer towards actual D&D. I don't mind branching away from it in instances where it conflicts with a PW environment, but I think this in particular is one of those times where going towards rules-as-written would actually be a good solution to the problem you are describing. ^_^;;
*Mr_Otyugh
Posts: 2242
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Posted by *Mr_Otyugh »


Do you have any tangible item property ideas that would be crafted via such a system? Because NWN2 does have fairly limited options as it is.
*Darkrob
Posts: 1097
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Darkrob »


Mr_Otyugh,Jun 15 2017 wrote: Do you have any tangible item property ideas that would be crafted via such a system? Because NWN2 does have fairly limited options as it is.
Things like:

Keen
Extra damage due to Piercing/Slashing/Blunt
Damage resistances
Elemental Resistances
Bonuses to some skills
Attack/Damage bonuses to specific alignments/races

I'm sure there are many more that can translate over and many of these are already associated with current materials. These would mostly be for Armour and Weapons as that's what would be focuses on by crafters. I'm at work right now and can't delve into the possible array of most properties atm.

Maybe rogues and Bards would specialize in things connected to their classes. Picks, musical instruments, etc. Tools that help their specific fields of expertise. Maybe crafters who are fighters can extend the bonus of weapons and armor a little higher than a generic crafter. I dunno... the idea is simply that right now, an idea.
*Artifice
Posts: 126
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Artifice »


My only suggestion towards such a system would be to make it as interesting as possible. Picking up random drops, that appear in dungeons everyone crawls around in every day anyway, in order to craft the same items that everyone else wants, looked about as appealing as buttering toast.

I don't know what your plans are, but please make it have some breadth and depth. A crafting menu isn't fun game play, at least not for me.

:)

That said, I look forward to seeing what you come up with. I'm sure it'll be an excellent development on the server.
*MimiFearthegn
Posts: 762
Joined: Thu Jan 01, 1970 12:00 am

Posted by *MimiFearthegn »


There are no plans to change the default item limitations at this time (current enchanting is well below default item limitations anyway). That said, points-based enchanting system? Always results in more powerful items. Its more flexible.

That said, since this system will require a comprehensive table of point values, I expect that it will at least be very consistent across the board.

I really like the idea of extra components (like the handles, extra gemstones, etc.) allowing for more allotted points. :)
Mezzy wrote:Why not just use a Core rule book and have it done by the book.
This is closer to default DnD. However, one-to-one ports of enchanting don't necessarily turn out well-balanced or fun in a PW environment.
*DigitalDragoon
Posts: 212
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DigitalDragoon »


Can we create cursed items too? Maybe additionally give the option to 'curse' certain effects or attributes to increase the available points to spend? (Or just an option to let the whole item be cursed. Because cursed items!)
*Sinlinara
Posts: 528
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Sinlinara »


Darkrob,Jun 15 2017 wrote: This way we reduce the ever popular "I can craft and enchant everything!" mages we see all the time these days.
In my defense, that is literally what my character's class is supposed to do.
*Darkrob
Posts: 1097
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Darkrob »


Sinlinara,Jun 15 2017 wrote:
Darkrob,Jun 15 2017 wrote: This way we reduce the ever popular "I can craft and enchant everything!" mages we see all the time these days.
In my defense, that is literally what my character's class is supposed to do.
The problem with this (and yes, I have this type of char as well) is that it eliminates the need for 'specialists'. Why seek out a 'non-caster' crafter when that enchanter is a 'one stop shopping' character? Why approach the Dwarven smith to craft that blade when the elven mage can pound it out on the anvil just as good and just as fast?

Spreading out the love allows more characters to get involved. It allows the creation of 'brotherhoods' where members take care of different tasks. It prevents the absolute monopoly of the entire system by a single character class.
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