Underdark Feature Idea: Drowcraft Items

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Rasael
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Underdark Feature Idea: Drowcraft Items

Unread post by Rasael »

Hail dwellers of the deep,

Here's an idea for implementing Drowcraft weaponry in S'samath and the Underdark. They would basically be for sale in the City as somewhat rare items with the following effects:
-Item material: Drowcraft
-Give +2 Enhancement or AC in the Underdark
-Only enhances a previously existing enhancement / AC bonus
-Lose effects in non Underdark areas
-Disintegrate in sunlight when on the surface during daylight hours
-Affects only these item slots: Cloak, Armour and Weapons
-Affects only items that are of the material: Drowcraft
-The effects are temporary, not permanent, so Merchants won't be confused and abused by thinking they are buying items with high permanent enchantments on them. But you won't be bothered by them expiring since they'll reapply immediately [compre with spells that give weapons temporary item properties, like holy avenger, or flame weapon]
-The Drow craft EB or AC bonus works properly in combat, giving only +2 over the regular version
-Gives messages for activation, deactivation and sunlight destruction
-No stacking with EB / AC item enhancing spells
-[Optional] Can be made to disintigrate by Daylight emitting spells?
-[Optional] Can be protected from Sunlight by a new Spell, and kept functional outside of the UD areas?...unless or until you get dispelled.
I'd like to give you all the opperunity to comment on this, and especially your thoughts on how this would affect the challenge rate balance of the environment in the Underdark. Or if you think this sort of thing is even desirabe to begin with!

My thinking is that Drowcraft items would provide a boost for melee characters in terms of the total available Enhancement and AC bonuses. Is this too much? Or is it okay given that these weapons would be limited to Underdark areas only? (and are destroyed by sunlight)

Its just an idea and not a guarantee. But I am very certain we could implement this quickly enough if its okay.

The lore behind Drowcraft items: http://www.wizards.com/default.asp?x=dnd/ask/20061108a
A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or zone of faerzress, it grants its wielder a +2 luck bonus on attack and damage rolls, in addition to its normal enhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does not grant the luck bonus, but it otherwise works normally. A drowcraft weapon exposed to sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as indoors) are still vulnerable to this effect, but a drowcraft weapon can be kept safe indefinitely inside a lead-lined case.

Special note regarding S'shamath: The City has no faerzress, but is situated on a big earth node. So Drowcraft items apparantly continue to work, but they can't be made in the City, which makes them scarce."
Last edited by Rasael on Sun Apr 28, 2013 1:44 am, edited 2 times in total.
Ardul
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by Ardul »

Although imo there are other more urgent things to do in the UD (see http://bgtscc.net/viewtopic.php?f=18&t=1376&start=255 for example) i find it ok, but the qc will ofc have the last word. Practice will show if it causes too big imbalances.
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roke42
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by roke42 »

Sounds not bad at first. The only thing that worries me a bit is that nighttime on the surface could become even more dangerous. :lol:
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illithid
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by illithid »

I can't see them being too OP if they are only going to be store sold. Implementing them as a material in the loot tables would be a no no, but realistically are we going to be looking at:

+5 weapons
+4 deflection cloaks
+5 AC suits of armor
no bonus goodies?

Chances are that whilst many would own them few would actually consistently be used by epic characters who have been around a while and have amassed an inventory full of random drops with skill, saving throw, vampiric regeneration, damage bonuses etc. It's a little like the original BG2, by the time you were roaming the underdark, Celestial Fury was far outweighing anything any dead drow hands had to offer. The question becomes "Is a +5 weapon truly better than +4 with 1D6 acid or something such?"

It would have to be coded so that GMW, Magic Vestment, Shiled of Faith, Mage Armor etc would not stack. There's no need for clerics to have access to +7 weapons, or mages/UMD's to have +8 armour.

On the whole I would think that coded properly you likely see no increase in power levels of magic users or epics, but an increase in power of the 10-20 level range, especially in the classes that arguably need it the most such as rangers etc
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by Hitman Hard »

Sounds like a way to make underdark races more powerful, but hey i've been complaining about evil not having the upperhand for quite a while.
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Rasael
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by Rasael »

Yea that's my thinking as well. They wouldn't be better than existing epic gear out there. But they would provide roleplay flavour and be usefull situationally, at least until you get random generated better gear. And they'd help out early levels in the Underdark a bit, once you can afford the equipment.
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by illithid »

Rasael wrote:Yea that's my thinking as well. They wouldn't be better than existing epic gear out there. But they would provide roleplay flavour and be usefull situationally, at least until you get random generated better gear. And they'd help out early levels in the Underdark a bit, once you can afford the equipment.
You'd have to watch the level requirements also, no point needing to be level 19 to use them. Also where you apply the coding to disintegrate, 'onEquip' would make the most sense as you could potentially hide an item from the sun, though that means they could go through the auctioneer system etc without penalty.

edit. A heartbeat script would likely be the only way to stop people abusing, though they tend to draw on resources. In fact - I'll leave those bits to you, you're far better at it than I!
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Rasael
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by Rasael »

Its no problem, no worries. I already wrote it a bit a go and its working as described in the first post.

For balance I suppose a lot just depends on what other item properties Drowcraft items would possess. If its too much they'd surpass epic items. And yes, they would not get a higher level requirement for being Drowcraft items. :)
illithid
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by illithid »

Rasael wrote:Its no problem, no worries. I already wrote it a bit a go and its working as described in the first post.

For balance I suppose a lot just depends on what other item properties Drowcraft items would possess. If its too much they'd surpass epic items. And yes, they would not get a higher level requirement for being Drowcraft items.
Once again raise your umbrella to showers of praise Rasael. :lol:

Yes, the balance issue hangs largely on whether extra bonuses would apply. As it stands a +2 luck bonus is not overpowered in my opinion
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by Servin »

I'm all in favour although the implementation would cause a bit of a havoc with the auctioneer...
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by Grave_Zero »

Servin wrote:I'm all in favour although the implementation would cause a bit of a havoc with the auctioneer...
And if they would be unsellable there? Like the items with Spell Resistance? Can it be coded somehow?
Anyhow this drowcraft item idea is awesome!
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Re: Underdark Feature Idea: Drowcraft Items

Unread post by DM Novus »

It is a question of whether Drowcraft is even necessary, since most UD weapons/gear are "better" than surface items.

I think it is something for the Staff to discuss first, however.

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