Enchanting?!

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Steve
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Re: Enchanting?!

Unread post by Steve »

Karond wrote:
Steve wrote: So that means in the Enchanting system being looked at by QC, one essentially CANNOT enchant items better than what the RIG or a NPC Merchant will provide?
Pretty much. The spells or crafting isn't intended to make the kind of weapon Thids showcased in this topic.
Haha. C'mon mate...Thid's over exaggerated example is far, far from what I'm talking about.

At the moment, Players have only 2 options for getting excellent gear for their Toons: a) random RIG output; b) DM gifted item.

I would expect that after all these years, waiting and discussing and giving up then hoping then waiting then discussing then crying then drinking then discussing then sobering up then crying then waiting...we'd at least get an Enchanting system that is on par with 1 of the 2 examples I give above.

If it isn't then it is a fun toy that after blowing a few hundred thousand coins on in order to twink your newbie toon, it will not have a higher function.

Unless...the Enchanting can produce Items with all the same functions that both the RIG and the DMs are allowed to place on items.

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Re: Enchanting?!

Unread post by chad878262 »

I disagree... There are plenty of players that don't have their weapon of choice +4 w/ 1-4 extra damage...creating allows for this. It also allows a more customized experience on regen cloaks and +4 AC items which many people don't have. All of a sudden with crafting you don't necessarily need a million gold (or close) for any one of these things (other than regen cloak).

This said I feel the current creating system does need tweaked to allow more enchantment/lower point cost, BUT it is a lot easier to put a conservative system in and upgrade later than downgrade/ask people to turn in gear later.
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Karond
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Re: Enchanting?!

Unread post by Karond »

Pretty early in the discussion, enchanting has only been meant for items made from scratch, not to empower people's +3 vamp reg super weapons. I posted the framework before, and another version is on the BGTSCC wiki.

The general idea is to allow freedom with +4 EB, +D4 damage weapons, +3 ability items and some oddities and variations therein. Crafting is essentially just an epic shop with a great assortment of items. For +4 AC and other items, shops, RNG and DM rewards are their sources of creation.
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Steve
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Re: Enchanting?!

Unread post by Steve »

Well then, I kindly ask the both of you, QC Representatives of both the Democratic and Republican parties—hahahaha—to consider this:

Allow 1 existing enhancement to be "kept" on an Item. Make it cost a bizillion coin, if necessary. Or, a high CL crafter (or in addition).

+4 EB, 1d4 dmg and +3 abilities are nice. If the decision is to make them nice and affordable for Players, then okay, that doubly nice thing to do.

But to me, at this moment, it sounds like the System is so that one can make generic models fulfilling certain Build's needs. But it does not provide the ability to make anything unique.

Which again, leaves a Player to Luck of the RIG, or a DM favor. And thus we do not actually enter another paradigm—and better paradigm, I would say.

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Re: Enchanting?!

Unread post by chad878262 »

But coming at it a different way if enchanting allows for RIG/DM power levels than nothing will be unique because everyone will (eventually) power craft their ultimate gear.
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Re: Enchanting?!

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chad878262 wrote:But coming at it a different way if enchanting allows for RIG/DM power levels than nothing will be unique because everyone will (eventually) power craft their ultimate gear.
The current iteration has Slot limits. Since one is already limiting, decide which amount of "additions" to existing enhancements would be proper, and you have both balance limits and uniquely propertied items that don't suck mechanically.

As I see it, if there is a "real" Slot limit of 20, then like the other high end enchanting options, make keeping and existing, RIG produced enhancement take up 14 slots. That way at least one could add a +3 EB to the item, or +2 AC bonus...at least something useful.

And to mention: think on all those items that the RIG produces that have something great, like AC +4, but also have -2 INT, or -2 STR, etc. Would it not be fair to allow the Enchanting System to allow a Crafter to remove the penalty, for a decent but fair cost?

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The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]

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Re: Enchanting?!

Unread post by chad878262 »

I like it! Hopefully something Rasael can add to the system!
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Theodore01
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Re: Enchanting?!

Unread post by Theodore01 »

Is it possible to remove unwanted enchantments to get some slots back?
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Re: Enchanting?!

Unread post by chad878262 »

Currently no, that wouldn't be possible... make sure to have a plan before you begin.

All this said the discussion can probably wait...would be more beneficial to the dev team to discuss bugs in the existing release...
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Re: Enchanting?!

Unread post by Seymor »

So, let's say I was interested in RCRing one of my characters to be a good enchanter. If any effects are based on caster level, I hope it's combined caster level so cleric/wizards do not get screwed arbitrarily. What are the actual statistics that are going to be needed to improve enchanting? High CL? Feats? Craft Armor/Weapons?
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Re: Enchanting?!

Unread post by chad878262 »

I would say a crafter will be better off going 'pure' and not being 17 W / 13 C, but I couldn't say what exactly the negatives will be... Probably more difficult to beat the DC for adding an enchantment at the least. If you think about it you are sacrificing better abilities as a wizard (in this example) to be more flexible. However, since with the Imbue system adding enchantments is not based on having access to certain spells I'd say there would be no point (from an enchanting perspective) to multi-class divine with arcane.
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Re: Enchanting?!

Unread post by TheKai »

Not sure how much this would inspire or detract from the current view on enchanting and crafting but this link takes you to the explanation of Dalantriel's Dynamic Crafting System:

http://fr-thenorth.net/wiki/Dynamic_Crafting_System

To date, i still personally think it's the best crafting ive ever used. The server it was implemented on was a NWN1 server called Mithral Hammer The North.

What i liked about it was that it literally took team work. Yes, one person could technically do it all but it took weeks maybe even months to get proficient in just one area of the crafting that was needed, so crafting guilds where people had to work together became prevalant. Trade was strong and the end result rewarding. The fighter needed the wizard or cleric for the enchanting piece because it depended on the nature of the spell enchantment. In return, the spellcasters needed the str based fighters to mine all the ore and refine it. Dex characters were more proficient in tanning for leathermaking and clothing tailoring, etc

Sorry for the long windedness but i loved that system. I just hope this one, if implemented, would inspire the same kind of cooperative work and not just all be done one PC :)
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Re: Enchanting?!

Unread post by Akroma666 »

Sorry to necro this, but QC: will there be the option to craft on hit things? Such as poisons?
I also agree with Steve.. If this isntbable to craft on par epic gear.. Its not worth the time or manhours. Hope you guys give it the TLC it needs.
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Re: Enchanting?!

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Re: Enchanting?!

Unread post by OrcHomelandCampaign »

chad878262 wrote:unfortunately in the current design you can only enchant items with no current enchantment. Therefore when you enchant something with existing enchantments those enchants are wiped off. Not sure if (eventually) you will be able to add to existing enchantments, but currently it is not possible.
What about empty items with properties like rare materials or reduced weight?
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