Re: Focused Discussion: Crafting
Posted: Fri Nov 10, 2017 3:10 pm
Guys, take that wiki page with a grain of salt. Nothing is decided yet on how crafting will look on this server.
Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
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i was thinking, one of the first crafting feats should be "copy ammo", so when you found a cool RIG ammo, you could make more of them.Lambe wrote:I'd like to see consumables like ammo and kits to start with. These get used up, which grants the crafting mechanic more utility than anything permanent like gear.
Put more emphasis on component gathering to give the whole system added adventuring value. Mine this ore here, gathering that hide there, etc. Put these things where they make sense, like mines or caves for mining. Add smelting/refining/tanning/recycling to gain materials. Make use of trivial loot table items and trash.
Figure out how to add mundane bonuses without involving magic into the system, unless said bonus requires an enchanter. Make sure each subsequent enchantment has diminishing returns.
they still can now. why would crafted gear be any more uber powerful than RIG gear?chad878262 wrote:sorry Calodan, I can't support this. Divine/Arcane Gish and Paladin can then use the very best crafted gear (then cast GMW) while everyone else basically can't. Also as M3nt/AoS said the idea is not to make crafting the most powerful gear, it is to make it more customizable (i.e. if you use a weapon that is not available in various stores.)Calodan wrote:What I would propose is this.
Items with +2EB or AC of their type can have 4 max enchantments on them. IE say a Plate Armor +2 AC 10% fire immunity 3 STR 4 Spot?
Items with +3EB or AC of their type can have 3 max enchantments on them.
Items with +4EB or AC can have 2 max enchantments on them.
This sounds like the typical MMORPG spend your life collecting ore to rank up your ore skill to be better at collecting ore so you can rank up your ore skill better.NeOmega wrote:so ive thought of a whole other angle:
the basic idea is this. Each player can only get one item forged/enchanted. That item is bound to them, and is lost in rcr, death, retirement, etc....
huh?RaiderOne wrote:This sounds like the typical MMORPG spend your life collecting ore to rank up your ore skill to be better at collecting ore so you can rank up your ore skill better.NeOmega wrote:so ive thought of a whole other angle:
the basic idea is this. Each player can only get one item forged/enchanted. That item is bound to them, and is lost in rcr, death, retirement, etc....
Not everyone has the time to go make their own personal special signature thingy-me-wot-sit, i don't mean that in a player way, but characters are meant to be realistic people inhabiting a world.
just like the enchanter in diablo 3. That would be awesomeWinterborne wrote:I am a bit disappointed that the enchanting of Existing items is not going to be a thing.
I do not think you should be able to take an item and add extra stuff to it beyond what it has already, but I think it's pretty reasonable to take an existing item that has some good stuff but one property that sucks and would make you want to vendor it and remove and convert that property to make it something you'd use. There's a huge number of stuff in the RIG system that just ends up being mostly useless, and if the property removed was a determination of a range of strength for a replacement property (Maybe modified by crafting skill) it could lead to a lot more stuff being usable for people.
Ex:
I find a +3 shortsword with +2 to two skills and -2 to one of those same skills (Yes, I have found items that gave +2 and -2 to the same skill).
I get an enchanter to remove the negative trait, and turn that -2 and one of the +2's into a +3 to a single skill and 1 piercing damage. So start with an item that you'd look at and be like "Ugh who would want that" and instead it becomes "That's a decent thing to start with, I could work with that". Caveat: My numbers here are arbitrary and there would need to be some tweaking to find a sweet spot for usefulness and power balance.
I like this because it would result in more things people could actually -use-. I can't stand how terrible the majority of items generated randomly are. You'd still have some randomness inherent to the system, but it would let people more reasonably find minor improvements to things without having to hope for a one in a million drop. The "costs" of various properties could be tweaked as well so that if there's various "levels" of power for a property, you can only replace a property with something slightly less powerful (eg, removing a +4 to skill from an item would only be replacable with a +3 to skill replacement).
You can "take 20" on skill rolls. So a character with 0 survival would be able to skin a bear if they have time and are not being distracted by angry wolves in vicinity.Laughingman wrote:I wish fishing/skinning and cooking worked like in RuneScape.
With 0 survival you could skin a rat and get a lesser vigor once cooked.
With 20 survival you could skin a bear.
Cooking rat meat has a DC of 10. If it fails it burns
Cooking bear meat has a DC of 30 but gives a cure serious wounds if successful.
You get bonus xp for skinning and cooking based on difficulty. Maybe only 5xp per rat and 20 per bear.
Common sense says if you don't know how to do something you don't get to take 20. It doesn't matter if it takes me an hour to do it, without the training its going to be a mess. Ever seen those rose tomoto shapes that can be cut? Wanna try taking 20 next time your in the kitchenNegInfinity wrote:You can "take 20" on skill rolls. So a character with 0 survival would be able to skin a bear if they have time and are not being distracted by angry wolves in vicinity.
Common sense does not apply to DND, plus your common sense is wrong here.RaiderOne wrote:Common sense says if you don't know how to do something you don't get to take 20. It doesn't matter if it takes me an hour to do it, without the training its going to be a mess. Ever seen those rose tomoto shapes that can be cut? Wanna try taking 20 next time your in the kitchenNegInfinity wrote:You can "take 20" on skill rolls. So a character with 0 survival would be able to skin a bear if they have time and are not being distracted by angry wolves in vicinity.