Thrown Weapons

Suggestions Should Be Posted in Their Respective Categories

Moderators: Moderator, Developer, DM

User avatar
Wyatt
Posts: 671
Joined: Sun May 22, 2016 7:44 am
Location: Tombstone

Re: Thrown Weapons

Unread post by Wyatt »

Back on the thrown weapon topic, something else that might be useful is if you could refill whatever stacks you have at a vendor. I mean if you happen to have one of the .0001% good days and find an amazing stack of throwing weapons, it is bittersweet because in 5 minutes they are gone, never to be seen again. Its like congratz, you found a super rare amazing item. Enjoy it for one battle.
*Yellow text means the marshall is in town*
Oreles
Posts: 17
Joined: Mon Jul 04, 2016 2:33 pm
Location: Canada

Re: Thrown Weapons

Unread post by Oreles »

Apologies for the thread necromancy...

There is a really fun work around for this problem. ICly acquired Craft Ammunition Feats. Either by special quests or as rare drops like dusty tomes and true names, players would acquire items that grant these feats. Using these feats allow them to craft viable epic ammo.
  • * Cost more to create than they would sell for (factor in max appraise), but otherwise less than it would cost to buy from NPCs.
    * Encourages RP around the exchange of ammo between players instead of NPCs.
    * If players selling ammo to players is a problem, it can be made non-transferable and non-dropable (preferably with a way to dispose of it through use of a feat).
    * Craft Ammo Feats could also work off the Craft Weapon skill if giving it a use was desirable.
    * Alternatively, or in conjuction with the above, spells with a GP cost could be added that permanently enhance basic munitions.
    * If not feats, a non-transferable recipe book, itself, could be used to craft ammo (this was more or less suggested in earlier posts, though the idea of making the finding or learning of these recipes an RP mechanic was not).
As a matter of personal preference I think it would be awesome if crafting ammo took some time (10-15 seconds per use for some # of arrows), would be interrupted by combat, and could only be done in an area where rest is possible. This would essentially force very short bouts of RP in safe areas when archers run out of arrows, as well as have ranged characters realistically crafting away whenever they have an idle moment.

I can't help but think it would be awesome if Rangers (and only rangers) could enhance ammunition (at a cost) with racial bonus specific to their selected favored enemies.

i.e. If you at some point selected Favored Enemy: Goblinoid, you could somehow craft +1 through +4 enhancement vs goblins arrows for use, gift, or sale... or something like that, via unique feat or ranger spell
Post Reply

Return to “Suggestions and Discussion”