davidb
Senior Member
Posts: 300
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Post by davidb on Sept 30, 2008 3:53:40 GMT -5
@the economy @crafting ... Our primary concern is balancing. I am not so concerned, myself, with the costs incurred for crafting or perhaps lack thereof as I am with maintaining a firm control on the power level of the items that our players can create. A pretty straight forward example of what I do NOT want, is for our players to be able to craft a +5 longsword out of 100gp worth of components at level 10. IMO, if we are to include crafting and item creation feats, then we will need to do so gradually. But so everyone knows - I am all for it. In the grande scheme. -OT A well balanced crafting really prevents such things from happening. To craft an item, you would need: 1. "major" drop. Example, a Blue diamond would always be required for a +5 item. A Diamond for a +4, Emerald for +3, etc. You can easily control the drop ratio of these items by addind them only to the tables of certain bosses or high level monsters. Some may never drop, and be awarded only in DM events. You can use new gems of your invention, in case the existing ones are already dropping in some loot tables. 2. Gold consuming component. Purchased from stores, or derived from them after alchemy (so this forces interaction between smiths and alchemists). This way you control the minimum gold required to craft an item. 3. Time consuming component. This is a task suitable for low level people, example: collecting 5 lizardman scales, which drops about 2% of time. All of this preferably on low level zones, so you will actually have high level people giving quests to low level people. Basically, by controlling factor number 1, you control the rarity of powerful items.
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Post by DM haunted on Sept 30, 2008 8:38:56 GMT -5
I dont think any items should be over +3.+3 enchantments should only be able to be done at level 15 or higher.And this only pertains to AC and weapon enhancements.Stat based items at +2,maybe higher.Leave all the original recipes the same,just raise the spellcasting level requirement for the greater enchantments.Make people put in the time and skill points into perfecting this profession.
When it comes to alchemy , dont make essence drops or sell them in stores.Only make the components to create the essences which requires you to take skills in alchemy,thus making alchemists a must and in demand.
And also,you have to keep in mind that the level cap is 30.Any player can eventually take the required skills and feats to forge and enchant.Whether it be sooner in the characters life or later.Which may present a problem.So,a solution to that as mentioned before would be raise the spellcasting level requirements for enchantments,which will enforce a player to be required to take a certain amount of levels in a divine or arcane class.It wouldnt be right for multiple classed characters running around everywhere and being able to enchant at will.Enforce it to be a profession.Make it to where the profession is more in demand.So when the enchanter does a job for a character he can charge whatever he sees fit,due to the fact of investing in the skills and time to becoming a master in his field.
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davidb
Senior Member
Posts: 300
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Post by davidb on Sept 30, 2008 8:53:35 GMT -5
I dont think any items should be over +3.+3 enchantments should only be able to be done at level 15 or higher.And this only pertains to AC and weapon enhancements.Stat based items at +2,maybe higher.Leave all the original recipes the same,just raise the spellcasting level requirement for the greater enchantments.Make people put in the time and skill points into perfecting this profession. When it comes to alchemy , dont make essence drops or sell them in stores.Only make the components to create the essences which requires you to take skills in alchemy,thus making alchemists a must and in demand. And also,you have to keep in mind that the level cap is 30.Any player can eventually take the required skills and feats to forge and enchant.Whether it be sooner in the characters life or later.Which may present a problem.So,a solution to that as mentioned before would be raise the spellcasting level requirements for enchantments,which will enforce a player to be required to take a certain amount of levels in a divine or arcane class.It wouldnt be right for multiple classed characters running around everywhere and being able to enchant at will.Enforce it to be a profession.Make it to where the profession is more in demand.So when the enchanter does a job for a character he can charge whatever he sees fit,due to the fact of investing in the skills and time to becoming a master in his field. I agree that, as of now, +3 should be the top, maybe +3 plus some other bonus. But we're in a beta, and in the long run, I don't see why the very few people that can go beyond 25 has to stick to that equipment. The system you design must take into account that long run as well, which eventually may require +5 items, even if they're rare. As for making it a profession, I do not agree. The 3.5 rules system does not work that way, so you need to script against the system to somehow forbid people to take certain feats and skills. Also, as of now crafting does not exist, and I am sure it will be implemented gradually. I think the specialization required to take 2-3 feats, plus 2-3 skills, is enough sacrifice in a PW where people will remain mid level. Yes, there are lvl 30 people, but as was said in another thread that's because they leveled in early stages of the PW when the experience was high.
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Post by DM haunted on Sept 30, 2008 9:03:27 GMT -5
I dont think any items should be over +3.+3 enchantments should only be able to be done at level 15 or higher.And this only pertains to AC and weapon enhancements.Stat based items at +2,maybe higher.Leave all the original recipes the same,just raise the spellcasting level requirement for the greater enchantments.Make people put in the time and skill points into perfecting this profession. When it comes to alchemy , dont make essence drops or sell them in stores.Only make the components to create the essences which requires you to take skills in alchemy,thus making alchemists a must and in demand. And also,you have to keep in mind that the level cap is 30.Any player can eventually take the required skills and feats to forge and enchant.Whether it be sooner in the characters life or later.Which may present a problem.So,a solution to that as mentioned before would be raise the spellcasting level requirements for enchantments,which will enforce a player to be required to take a certain amount of levels in a divine or arcane class.It wouldnt be right for multiple classed characters running around everywhere and being able to enchant at will.Enforce it to be a profession.Make it to where the profession is more in demand.So when the enchanter does a job for a character he can charge whatever he sees fit,due to the fact of investing in the skills and time to becoming a master in his field. I agree that, as of now, +3 should be the top, maybe +3 plus some other bonus. But we're in a beta, and in the long run, I don't see why the very few people that can go beyond 25 has to stick to that equipment. The system you design must take into account that long run as well, which eventually may require +5 items, even if they're rare. As for making it a profession, I do not agree. The 3.5 rules system does not work that way, so you need to script against the system to somehow forbid people to take certain feats and skills. Also, as of now crafting does not exist, and I am sure it will be implemented gradually. I think the specialization required to take 2-3 feats, plus 2-3 skills, is enough sacrifice in a PW where people will remain mid level. Yes, there are lvl 30 people, but as was said in another thread that's because they leveled in early stages of the PW when the experience was high. You have made a valid point here concerning reaching level 30.I personally just dont want to see that everybody can enchant that is all.Raising the required skill level within the recipes,because making custom recipes shouldn't be too hard and what I mean by custom is just raising the the required spellcasting level.And really this just pertains to what I mentioned before , making the better enchantments at a higher spellcasting level.
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tlantl
Active Member
Posts: 198
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Post by tlantl on Sept 30, 2008 18:20:43 GMT -5
The idea that crafting items is some how in need of limits and controls might be missing the point. This game is designed around the 3rd edition of dungeons and dragons. This means that the higher in level you get the more junk you need to overcome the monsters you encounter at higher levels. nerfing the power of items nerfs your character. nerfing items means you now have to nerf the monsters you encounter so that they don't beat you down in one or two whacks. Limiting people's equipment because the rules seem to encourage power builds and allows me to make +6 belts of agility at level 8 seems like forcing others to have your fun rather than theirs.
I left my last PW for exactly this reason. Their idea of a good PW is one where all of the monsters have all of the magic, power, and weapons while the player base has to die repeatedly while trying to get ahead. They nerfed the amount of money available, the types of magic available and the things you could craft. they did this four times while I was there.
I play here now. I don't want to look else where for something I already have. Sure you can control when things become available, that only makes sense, but changing things because they don't fit with someones sensibilities or out of envy, jealousy, or spite, hurts everyone.
I work hard to make my multi-class enchantress the most effective I can, and so do many others. There is nothing wrong with some one focusing on the feats needed to craft, they are giving up things like power attack, cleave, combat reflexes, and a dozen of other feats that would make them more effective in combat situations.
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