Focused Discussion: Crafting
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- Hoihe
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Re: Focused Discussion: Crafting
What about taking 10?
Take 20: You can retry, since you are not under duress and suffer no penalties for failure.
Take 10: You follow routine procedure. By not deviating from routine, you won't achieve better results than routine, but also won't get worse. You can take 10 on Tumble checks too, for instance!
Take 20: You can retry, since you are not under duress and suffer no penalties for failure.
Take 10: You follow routine procedure. By not deviating from routine, you won't achieve better results than routine, but also won't get worse. You can take 10 on Tumble checks too, for instance!
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NegInfinity
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Re: Focused Discussion: Crafting
That makes wonder what NOT taking 10/20 while skinning a bear looks like.Hoihe wrote:What about taking 10?
Take 20: You can retry, since you are not under duress and suffer no penalties for failure.
Take 10: You follow routine procedure. By not deviating from routine, you won't achieve better results than routine, but also won't get worse. You can take 10 on Tumble checks too, for instance!
"stab the dead bear randomly for six seconds and hope for the best"? It is probably quite hilarious to watch.
It is worth keeping in mind that setting DC to 20 for skinning a bear is too high. See:
http://www.d20srd.org/srd/skills/usingSkills.htm
Also that in real life (speaking of "common sense" argument) the people will eventually figure out the process. Which is not the case in case in D&D where you can only ever get better at skinning bears if you level up. So, for an established level 30 archmage, skinning bears might be a mystery that will forever remain beyond their normal non-buffed understanding.
- Valefort
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Re: Focused Discussion: Crafting
The animals that are in the skinning/cooking system are not particularly hard to prepare/cook, maybe you want me to add some Takifugu fish ?
Rolls hidden obviously
Rolls hidden obviously
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- aaron22
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Re: Focused Discussion: Crafting
taking 20,10, 100, whatever on anything crafting related is a step in the wrong direction. this eliminates the fun of crit success/failure.
rules may say otherwise this is merely a fun aspect that i think we would be losing.
rules may say otherwise this is merely a fun aspect that i think we would be losing.
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- aaron22
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Re: Focused Discussion: Crafting
*looking up the DC on fugu fish toxin*
are monks/druids immune?
are monks/druids immune?
Khar B'ukagaroh
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NegInfinity
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Re: Focused Discussion: Crafting
Yup. Level 11+ monks or level 9+ druids. Base class levels.aaron22 wrote:*looking up the DC on fugu fish toxin*
are monks/druids immune?
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NegInfinity
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Re: Focused Discussion: Crafting
DND doesn't have critical success and critical failures on skill checks. Roll 1 failure and Roll 20 success do not apply.aaron22 wrote:taking 20,10, 100, whatever on anything crafting related is a step in the wrong direction. this eliminates the fun of crit success/failure.
rules may say otherwise this is merely a fun aspect that i think we would be losing.
http://www.d20srd.org/srd/skills/usingSkills.htm
Which means if something has REALLY high DC you can never beat it, no matter how many times you try, if your skills aren't high enough.
- aaron22
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Re: Focused Discussion: Crafting
so my druid/monk is all good then.NegInfinity wrote:Yup. Level 11+ monks or level 9+ druids. Base class levels.aaron22 wrote:*looking up the DC on fugu fish toxin*
are monks/druids immune?
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
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- aaron22
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Re: Focused Discussion: Crafting
leave it to rules to ruin a good time.NegInfinity wrote:DND doesn't have critical success and critical failures on skill checks. Roll 1 failure and Roll 20 success do not apply.aaron22 wrote:taking 20,10, 100, whatever on anything crafting related is a step in the wrong direction. this eliminates the fun of crit success/failure.
rules may say otherwise this is merely a fun aspect that i think we would be losing.
http://www.d20srd.org/srd/skills/usingSkills.htm
Which means if something has REALLY high DC you can never beat it, no matter how many times you try, if your skills aren't high enough.
crit success doesnt have to mean you completed the task. it could just mean you did not consume the ingredients. or similar aspect to a crit fail.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
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NeOmega
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Re: Focused Discussion: Crafting
id really like to see in crafting the ability to change weapons into props and tools. for example, a dagger with 3 appraise, could be turned to a pen; all damage abilities are stripped, it is changed to a prop item, with weapon tag also removed so you can carry it. i have a katana with disable device 3, and 10% weight. i call it a 1 lb trap tool, be cool if i could change it to tongs or something.
- Laughingman
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Re: Focused Discussion: Crafting
The DC's were merely stand ins. I am not saying they should be set at 10 or 30 or 65 or any of that. I'd much rather the person doing the programming fiddle with it then blindly follow my suggestion down to a misspelled word. Sorry I did not mention such in the post just thought it was obvious.NegInfinity 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.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.
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Anyway, I'd be pretty fine with default neverwinter 2 crafting system, or the way it was implemented on sigil. It went like this: you needed a recipe, components, and "soul essences". The essences were dropping from monsters, but rather than dropping directly, they had to be obtained from animal parts which had to be distilled... via alchemy. So all systems were tied together.
The standard dnd crafting system is also decent enough:
http://www.d20srd.org/srd/magicItems/cr ... cItems.htm
Except that you'd need to remove xp cost to prevent certain exploits.
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NeOmega
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Re: Focused Discussion: Crafting
nwn2 does, for traps.NegInfinity wrote:DND doesn't have critical success and critical failures on skill checks. Roll 1 failure and Roll 20 success do not apply.aaron22 wrote:taking 20,10, 100, whatever on anything crafting related is a step in the wrong direction. this eliminates the fun of crit success/failure.
rules may say otherwise this is merely a fun aspect that i think we would be losing.
http://www.d20srd.org/srd/skills/usingSkills.htm
Which means if something has REALLY high DC you can never beat it, no matter how many times you try, if your skills aren't high enough.
- metaquad4
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Re: Focused Discussion: Crafting
I do think crafting would do great things for the server, but it has to be handled VERY carefully.
+AC and +Saves in particular should be handled with care, as those two can skyrocket. More +Saves, as it gives the potential for characters to be nearly immune to every effect. I remember on DB, you could craft +4 save gear. Many many characters on that server ended up running around with +20 to all saves in addition to essential stats. AC isn't as terrible, as it doesn't stack as high, but defensive stats in nwn2 tend to stack way better than offensive stats, leading to a lot of "defense creep" (defensive stats being generally far higher than offensive).
I'd propose this kind of system (example):
Tier 1 consist of:
On Anything:
+2 to a skill, +1 to an individual save.
On Armor/Trinkets:
+2 AC, 5/- Elemental Resistance, 5% Elemental Immunity.
On Weapons:
+2 EB, +1 Elemental Damage, +3 AB.
Tier 2 consist of:
On Anything:
+3 to a skill, +2 to an individual save.
On Armor/Trinkets:
+3 AC, 10/- Elemental Resistance, 5% Physical Immunity, 10% Elemental Immunity.
On Weapons:
+3 EB, +1 Vampiric Regeneration, +1d4 Elemental Damage, +4 AB.
Tier 3 consist of:
On Anything:
+4 to a skill, +3 to an individual save.
On Armor/Trinkets:
+4 AC, +1 Regeneration, 15/- Elemental Resistance, 10% Physical Immunity, 15% Elemental Immunity.
On Weapons:
+4 EB, +2 Vampiric Regeneration, +1d6 Elemental Damage, +5 AB, +2 Energy Damage.
Each unenchanted item can hold up to 8 slots. Tier 1 enchantments use 1 slots, Tier 2 Enchantments use 3 slots, and Tier 3 Enchantments use 4 slots.
So, for example, you could have 2 Tier 3 enchantments on 1 item. Or, you could have 2 Tier 2 enchantments and 2 Tier 1 enchantments.
You may end up finding more powerful items in the world, but enchantments would still remain viable and respectable until you could obtain the best items from drops/epic stores. It would become a middle ground.
As well, you could use enchanted items to fill out slots where stores/drops wouldn't have any useful items for that slot.
+AC and +Saves in particular should be handled with care, as those two can skyrocket. More +Saves, as it gives the potential for characters to be nearly immune to every effect. I remember on DB, you could craft +4 save gear. Many many characters on that server ended up running around with +20 to all saves in addition to essential stats. AC isn't as terrible, as it doesn't stack as high, but defensive stats in nwn2 tend to stack way better than offensive stats, leading to a lot of "defense creep" (defensive stats being generally far higher than offensive).
I'd propose this kind of system (example):
Tier 1 consist of:
On Anything:
+2 to a skill, +1 to an individual save.
On Armor/Trinkets:
+2 AC, 5/- Elemental Resistance, 5% Elemental Immunity.
On Weapons:
+2 EB, +1 Elemental Damage, +3 AB.
Tier 2 consist of:
On Anything:
+3 to a skill, +2 to an individual save.
On Armor/Trinkets:
+3 AC, 10/- Elemental Resistance, 5% Physical Immunity, 10% Elemental Immunity.
On Weapons:
+3 EB, +1 Vampiric Regeneration, +1d4 Elemental Damage, +4 AB.
Tier 3 consist of:
On Anything:
+4 to a skill, +3 to an individual save.
On Armor/Trinkets:
+4 AC, +1 Regeneration, 15/- Elemental Resistance, 10% Physical Immunity, 15% Elemental Immunity.
On Weapons:
+4 EB, +2 Vampiric Regeneration, +1d6 Elemental Damage, +5 AB, +2 Energy Damage.
Each unenchanted item can hold up to 8 slots. Tier 1 enchantments use 1 slots, Tier 2 Enchantments use 3 slots, and Tier 3 Enchantments use 4 slots.
So, for example, you could have 2 Tier 3 enchantments on 1 item. Or, you could have 2 Tier 2 enchantments and 2 Tier 1 enchantments.
You may end up finding more powerful items in the world, but enchantments would still remain viable and respectable until you could obtain the best items from drops/epic stores. It would become a middle ground.
As well, you could use enchanted items to fill out slots where stores/drops wouldn't have any useful items for that slot.
aka aplethoraof (on discord too)
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NeOmega
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Re: Focused Discussion: Craftingdentical
a lot of my characters collect 1 use/day items for flavor.
for example, my drow necromancer has amassed 13 masks of the skull. they are pretty weak at his level, so here is a suggestion for some beginning crafting ideas:
1. allow use per day items to be combined. id pay the coin to have my necromancers 13 masks to be combined into one, for the sake of inventory space.
2. and/or, allow the enchanting of such items to raise the CL.
for example, my drow necromancer has amassed 13 masks of the skull. they are pretty weak at his level, so here is a suggestion for some beginning crafting ideas:
1. allow use per day items to be combined. id pay the coin to have my necromancers 13 masks to be combined into one, for the sake of inventory space.
2. and/or, allow the enchanting of such items to raise the CL.
- Blackrose
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Re: Focused Discussion: Crafting
What about start with max +3 Weapons (even having 20slots max) and put some skill points wich probably need 20+ to make it? (Like +25 spellcraft, or something like).
Then, if the craft don't unbalance the game, start giving +20 slots for specific items.
Then, if the craft don't unbalance the game, start giving +20 slots for specific items.
Graax, Necromancer Drow
Ul'Dragaz, half drow
Ul'Dragaz, half drow