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Post by dyndrilliac on Nov 1, 2008 0:52:00 GMT -5
How does crafting and enchanting work on this server? I've seen Alchemy and Magician's workbenches sitting around, and seeing as how Warlocks are my favorite class, what exactly are the rules on enchanting? How many enchantments are allowed on each item, and do standard NWN2 recipes apply? Does Imbue Item work properly (I ask because in MotB it was broken for a lot of recipes)?
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Post by DM haunted on Nov 1, 2008 10:07:41 GMT -5
Currently , crafting and enchanting are not a part of the PW yet.Though,it will be...If you have any suggestions or opinions on how you would like to see it work, by all means,all opinions are welcome.
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Bahlzeron
Member
sometimes it is better to keep ones mouth shut and seem a fool, than open it and remove all doubt
Posts: 43
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Post by Bahlzeron on Nov 1, 2008 10:16:51 GMT -5
Well, from what I understand, crafting is getting a change in SoZ. Didn't really read much on it, but I guess SoZ makes it easier for the player to figure it out (I've never even crafted a single thing simply cause I can't figure it out). I think wait and see what SoZ does with it, then go from there. just my 2 cents
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Post by dyndrilliac on Nov 1, 2008 10:43:26 GMT -5
DM haunted: Well, until something better comes along, I would have to propose setting it up to use standard NWN2 crafting rules, and just make the required essences distillable from loot (for example, fire giants would drop lumps of igneous rock, from which fire based essences could be distilled provided you succeeded on your craft alchemy skill roll, etc). Gems already drop as loot, all you need to do there is make sure all the various gems for the recipes drop in at least one location as loot, or can be bought from merchants. I have to be honest though, I'm a little biased in this regard because I've already obtained a crafting feat with the intention of getting another, so crafting would really help me out Also, you may or may not consider not using the same recipes and end resulting items as vanilla NWN2. Some of the items you can craft in the original game are fairly overpowered for this server. For example, the Scarab of Greater Protection is fairly easy to craft, and it grants immunity to death magic, level/ability drain, and 20 points of spell resistance. Bahlzeron: I actually found the vanilla NWN2 crafting system fairly easy to use and understand. All you need are the required reagents (a certain number of certain types of essences, and a gem) and a magician's workbench. Put them in the bench with the item to be enchanted, cast the necessary spell on the bench, and if you're high enough level to place the desired enchantment on the item it works. Otherwise nothing happens.
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Post by DM haunted on Nov 1, 2008 14:46:34 GMT -5
Yea , I assume the recipes will be changed and the power of them lowered...High level enchanters can do the +3 type stuff and so forth. I would rather see components for essences come in he form of fire beetle glands for fire essences and so forth.Gems will be more rare I assume...Maybe given out by DM for rewards and randomly generated with bosses once they are implemented.
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Post by DM Cephas on Nov 1, 2008 15:39:52 GMT -5
Concur with Haunted. Hopefully it is lowered with gems being rare. In the beginning, I recommend that the gems become DM rewards and not as loot drops. I was in a low level magic server that finally put in crafting and at first it kinda got out of hand with magic items flying off the shelf. Perhaps consider also putting in a standard price if people are planning to sell them/make a business? It could hurt the economy of the merchants. Just some food for thought
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tlantl
Active Member
Posts: 198
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Post by tlantl on Nov 1, 2008 17:34:54 GMT -5
...I recommend that the gems become DM rewards and not as loot drops... There aren't enough Dms to do this. I haven't seen a Dm, or been involved in an event in weeks. I have gotten a new job and I have way less time to play than I used to. Having to rely on people I seldom see, and do not interact with, would assure that my two crafting centric characters would never make a thing.
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Post by DM Cephas on Nov 1, 2008 17:43:49 GMT -5
I'm only recommending this in the short term. It's to see how it affects the play balance. It's easier to throttle early and release than to go full speed and push the brakes. Just my 2 cents from experience.
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tlantl
Active Member
Posts: 198
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Post by tlantl on Nov 1, 2008 19:22:33 GMT -5
With SoZ being released in three weeks or so, I think the crafting issue migth be wait until after we have the new crafting system included in the expansion.
The new system is supposed to make adding recipes easier.
There are problems with the recipes that are in the game now, a little bit of work is involved with changing them to be more balanced.
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Post by otomotetsuo on Nov 1, 2008 22:03:57 GMT -5
Josh and I were discussing this earlier today. Based on what we have heard of the changes to crafting that are in store for SoZ, we plan to wait until we have had a chance to review the new system, whatever it may be, before we include crafting in the PW.
Some basic insight into our current perspective about the subject:
-Limiting merchant inventory to +2 gear and lower.
-Allowing recipes of up to +5 enhancement through crafting.
-Provide essences by way of refinable, creature appropriate drops controlled by a percentage chance.
More to come soon.
-OT
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lorgin2003
Senior Member
Dyn-o-miiiiite!!!
Posts: 373
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Post by lorgin2003 on Nov 1, 2008 23:01:48 GMT -5
i think it would be best to only go to a +3 enchantment bonus through crafting. let anything above that be DM given. keep the high end gear monitored and fairly limited so as to keep it special.
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Post by otomotetsuo on Nov 1, 2008 23:37:55 GMT -5
We put in a great deal of consideration in regard to the ceiling for item enchantments and will continue to weigh the pros and cons far into the future.
Josh and I both come from a more classic D&D perspective that a +5 weapon is right up there next to godly. But the truth of the matter is, that this is not pnp D&D any more. This is something that the both of us have had to come to terms with recently.
NWN2 is, in all honesty, more of a D&D "based" game than it ever will be a true D&D game. There are far too many outlandish and overpowered elements for DEVs to deal with now. This is not to say that they are not fun or do not have their place in video games either. They moreover Are fun, but they are hard things to pick and choose from sometimes. Because at the core, every element of the game is related to any other. This is what makes balance such a delicate and difficult art to master. But if our PW is to be worth playing, balance is an absolute must.
The +5 item limitation, will mean that casters using improved magic weapon and similar spells will not be the only ones to be able to use such quality of gear.
These are attempts to level the playing field in favor of diversity.
-OT
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