PDA

View Full Version : Suggestion: Magic items


Doomnair
21-01-2006, 11:18
First (before all the flaming starts :) ) I must say that the magic lvl on the server is perfect, but there are a couple of suggestions that I would like to throw out there. Just a reminder when you read this. Since my only character is an orc, remember that this whole post is written from that perspective. I dont see the stores not available to me (for example, Lothlorien stores and so on).

1. In the rules for the server it is said that the larger the weapon, the heavier the dmg bonus and the like. As of now, the most powerful weapon Ive seen is a club. The two handed weapons are totally underdeveloped.

2. More diversity when it comes to magical items. The ones you buy in store are great but you also find the same ones as random loot or quest "gifts". Maybe the random loot script could be changed a bit so that you can find other things (Instead of a MW short sword, maybe a MW shortsword that gives you +1 parry?).

3. More different skill points on the items. Skill points are not that a big game balancer, but it gives you the feel that the item you find is something special.

4. An overlook between the balance of the bow in comparison to every other missile weapon. As of now, the bow is the most powerful weapon even though you have great strength. The damage bonus on arrows, the mighty feature and the weight difference make the bow a weapon of choice for everyone. If this can be evened out, we could see a bit more of diversity among the chosen ranged weapon. As of now, almost everyone (from orcs to dwarfs) use the longbow as their favoured missile weapon.

5. A little less magic in the stores. Let some of the items that can be found in the stores be found in special chests or as quest items instead.

6. And, as I said before :) , how about letting some weak poison have a come back for the three prestige classes allowed on the server being able to use one of their major feats?

So, what do you all say? Flaming or Hurrahs?

DM_Kev
21-01-2006, 11:40
1. In the rules for the server it is said that the larger the weapon, the heavier the dmg bonus and the like. As of now, the most powerful weapon Ive seen is a club. The two handed weapons are totally underdeveloped.


It's definately not a club :) If 2 handed weapons are in demand, we will produce a few more.

2. More diversity when it comes to magical items. The ones you buy in store are great but you also find the same ones as random loot or quest "gifts". Maybe the random loot script could be changed a bit so that you can find other things (Instead of a MW short sword, maybe a MW shortsword that gives you +1 parry?).

We could do that, but it means an awful lot of new items will need creating which I'm not incredibly keen on doing as the lists are already very big.

3. More different skill points on the items. Skill points are not that a big game balancer, but it gives you the feel that the item you find is something special.

A good idea. We do prefer to put skills before stats and other abilities.

4. An overlook between the balance of the bow in comparison to every other missile weapon. As of now, the bow is the most powerful weapon even though you have great strength. The damage bonus on arrows, the mighty feature and the weight difference make the bow a weapon of choice for everyone. If this can be evened out, we could see a bit more of diversity among the chosen ranged weapon. As of now, almost everyone (from orcs to dwarfs) use the longbow as their favoured missile weapon.

Are they overpowered? What do others think?

5. A little less magic in the stores. Let some of the items that can be found in the stores be found in special chests or as quest items instead.

That's possible. The loot system lists are being reviewed to include things we've missed and change the probabaility of certain items.

6. And, as I said before , how about letting some weak poison have a come back for the three prestige classes allowed on the server being able to use one of their major feats?

Explain this further, im confused.

Doomnair
21-01-2006, 12:17
It's definately not a club :) If 2 handed weapons are in demand, we will produce a few more. Well, a lot of players do run around with great axes and great sword. You do take a hit when it comes to AC when choosing such a weapon, but sometimes the weapon feels right.

We could do that, but it means an awful lot of new items will need creating which I'm not incredibly keen on doing as the lists are already very big. If the creating strain is big, maybe I can help? I would gladly take on the task to create a bit more of items .

Are they overpowered? What do others think? No, dont get me wrong, I dont think they are overpowered. But in comparison to characters using others sort of weaponry, the bow users are a bit priviliged. A bit of number crunching shows that right away. A character with str 16 (and average of a good fighter) will use a mighty bow +2. He gets +2 to hit and (with dmg bonus arrows, that you find rather often) gives you a dmg rating of 3-10+1d6. If he instead wants to use throwing axes, he has +2 bonus to hit (if he buys the good axes and have the strength to really carry those around) and deals 1-6+3.
Average dmg from bow: 10
Average dmg from axes: 6.5
This means that the strength has to be really high to even out the dmg. Even without dmg bonus arrows, the bow wins every time, much because of the weight and the cost of buying +2 axes. The way to even things out a bit is to allow dmg bonus axes, shurikens, dart (maybe calling the darts throwing knives?) into the game.

Explain this further, im confused.

Well, the three prestige classes that have the use poison feat has actually no use for it, since poison is near impossible to find. During my whole time on the server, Ive found two poison bottles (and that was very long ago, when my PC was around lvl 2-3. I think something has changed in the script since then)

clone number 3
21-01-2006, 12:39
I certainly think there is scope to expand the use of poisons for those classes that can use them.

And we *definitely* need some high level, good aligned great axes!

Perhaps restrict them so that they can only be used by fat blokes with beards? That will stop them becoming over-powered.

:w00t:

Doomnair
21-01-2006, 12:44
And we *definitely* need some high level, good aligned great axes!

Perhaps restrict them so that they can only be used by fat blokes with beards? That will stop them becoming over-powered.

:duel:

Dont listen to that bearded git Kev. There should only be one superaxe, allowed for orcs only.

DM_Kev
21-01-2006, 13:50
Ok, im going to commission the introduction of 20 new items. I am going to place a lot of control over this in the hands of players.

Discuss which items require better representation and then I will give you the requirements for producing item blueprints for the module.

You need to consider:

- Which items are under represented

- Who the item is intended for (all/x race/y alignment)

- A good description to theme your item

- Properties (must be item system compliant)

As a little bonus - all of these tiems will be added to the loot system rather than as drops, so instances of finding them are that little bit more special and not predicatable as per boss drops.

Discuss here. When you have 20 items for me, I will give you the instructions to create them. :)

clone number 3
21-01-2006, 14:26
I wouldn't worry about axes clone. There are enough around.


Yes, but when Greg get's his way and EVERYONE uses Greataxes, we'll some more variety!

:)

Doomnair
21-01-2006, 14:46
Well, I could certainly see some magical MW throwing axes with a dmg bonus added to the drops. Right now you can find botls and arrows, but not any type of throwing weapon. Of course, another thing that comes to mind, is of course greataxes :)

Kyle Morgan
21-01-2006, 14:55
Throwing weapon finder: produces a stack of 99 undroppable throwing weapons of a special kind. Usable only outside battles. Would you accept something like that?

Doomnair
21-01-2006, 15:17
The axes department is definately well stocked. I've been told the evils get the best as loot drop (Glogis skullcrusher), but that only means you will have to arrange yourself with some of the more business aligned types. And have enough gold of course. But the goodies do get good axes.
On the greatsword department there has been a recent addition for the goodies. A nice halberd is also accounted for.
I wouldn't worry about axes clone. There are enough around.

There certainly is demand for shortswords with a damage mod on them. And hobbits surely won't mind having a sling with the mighty property.

Are you talking about axes as a general or greataxes? The best axe Ive seen (and the only one, outside the store ones) is the Brazen greataxe (+2 to hit, +1d6 crit). But Ive seen a nasty looking club (or is it a mace, dont remember) that gives you a hefty to hit and damage bonus against good and +2 vampiric. Thats not to bad if you ask me.

The problem with us player deciding Kev, is that everyone will more or less advocate for a weapon for their character/faction. I would rather recomend that some builder (if you dont have the time, which is clearly understood, maybe let one of the player support team) go through the weapon list, write down how common/strong (according to level limit) each weapon is and then suggest 20 weapons that can fill up the gaps between the different weapon types. This would be more even and also make things more fun when you find them in game.

DM_Kev
21-01-2006, 16:18
Make sure you come up with a decent range of items.

DM_Kev
22-01-2006, 14:21
These are good, Eddie :)

Intel_ninja
22-01-2006, 16:33
Base item: Longsword
Name: Ancient elven longsword
Modifiers: Attack Bonus +3, Base Item Weight Reduction[80% of Weight], Keen, Massive Criticals [1d4 Damage], Light [Dim(5m)] [Color: Blue]
Appearance:
top 14, color 1
middle 12, color 1
bottom 14, color 1

The remarkable elegance of this sword is unmistakable, it's metalwork clearly of elven origin. The deeply driving wounds are unforgettable for those who have survived them, and are a result of the carefully guarded metal folding technique practiced by master noldor weaponsmiths of old. There are etchings of elven letters on the blade, but time has done it's work and they are now unreadable, shrouding the origins of this weapon in a veil of mysteries lost to time.

When drawn, the blade glows with a dim blue light, illuminating the path of it's wielder even in the darkest of hours.

Intel_ninja
22-01-2006, 23:44
Base item: Tower Shield
Name: Reminiscence of the Red Drake
Modifiers: AC Bonus [+2], Base Item Weight Reduction [80% of Weight], Immunity: Fear, Saving Throw Bonus: Mind Affecting [+2], Saving Throw Bonus: Fire +1
Appearance: 135 (iashto_135)

This red iron tower shield reaches nearly from the chin to toe of the user. For a shield of it's size, it is surprisingly light however, and a smooth set of crimson dragon scales cover the shield's face.

Carrying such a mighty throphy invokes great courage and resolve of steel into one who wields it, making him feel little fear or doubt in the face of any beast, even one so great as a drake, for with him goes the knowledge that dragons too, can die.

Intel_ninja
23-01-2006, 00:24
Base item: heavy Crossbow
Name: Dwarven Bow
Modifiers: Attack Bonus [+3], Bonus Feat: Point Blank Shot, Massive Criticals [2d4 Damage]
Appearance:
top 2, color 3
middle 3, color 3
bottom 1, color 1

Made of polished oakwood and finest steel, this crossbow is a beautiful weapon indeed. It's sights are exeptionally accurate, and aiming poses little difficulcy even from a point blank range. Rumour has it that it was made by a dwarven craftsman by whose words: "It be time we show 'em bloodeh' elfses what a dwarven bow be like!" Wether it is superior to some of the finest elven longbows is debatable, yet the accuracy and striking power of this weapon remain undeniable.

int19h
23-01-2006, 15:13
No, dont get me wrong, I dont think they are overpowered. But in comparison to characters using others sort of weaponry, the bow users are a bit priviliged. A bit of number crunching shows that right away. A character with str 16 (and average of a good fighter) will use a mighty bow +2. He gets +2 to hit and (with dmg bonus arrows, that you find rather often) gives you a dmg rating of 3-10+1d6. If he instead wants to use throwing axes, he has +2 bonus to hit (if he buys the good axes and have the strength to really carry those around) and deals 1-6+3.
Average dmg from bow: 10
Average dmg from axes: 6.5
This means that the strength has to be really high to even out the dmg. Even without dmg bonus arrows, the bow wins every time, much because of the weight and the cost of buying +2 axes. The way to even things out a bit is to allow dmg bonus axes, shurikens, dart (maybe calling the darts throwing knives?) into the game.
Your number crunching overlooks one important thing: (cross)bows are two-handed weapons. Slings/axes/darts/shurikens are not, meaning that they can be used while carrying the shield. So factor in that AC+5 from a tower shield +2, and then the numbers seem to make much more sense.

Throwing axes really need to be lighter to be even remotely usable, though. That, or do more damage to justify their weight. But the rest of it is fine, IMO.

DM Curumo
24-01-2006, 00:01
Keep posting and we will choose the best. The more variety you give us, the more we might put in.

Keep up the good work, some do look very promising.

Doomnair
24-01-2006, 11:20
Baseitem: Greataxe
Name: Thrall Waraxe
Modifiers: +1 AB, +2 Bludgeoning, +1d4 crit
Appearance:
top 13, color 1
middle 11, color 1
bottom 13, color 1

This basic waraxe is made in the fortress of Dol Goldur in the middle of Mirkwood. Its unremarkable apperance can sometimes fool the eye since it is quite powerful in the right hands. The blade is broader than other blades which creates a crushing damage as it bites through the flesh.
Comments: Should be allowed for barbarians and fighters only

Baseitem: Greataxe
Name: White hand Waraxe
Modifiers: +2 AB, +4 Bludgeoning, +1d6 crit
Appearance:
top 11, color 4
middle 13, color 2
bottom 13, color 4

This waraxe is what distinguish a normal footsoldier of the white hand and a leader of the white hand. It is made in the underground caves of Isengard by the skilled smith of the Uruk Hai. Only true leaders of the Uruk Hais are allowed to wield such a weapon, although it can sometimes be found in the hands of human warriors as they pick it up as spoils of war. The crushing blow delivered by this mighty weapon breaks most bones underneath.
Comments: Should be allowed for barbarians, fighters, Half orcs and humans only

Baseitem: Greataxe
Name: Morgul Waraxe
Modifiers: +3 AB, +6 Bludgeoning, Keen +1d6 crit
Appearance:
top 15, color 3
middle 13, color 2
bottom 18, color 3

These axes are supposed to be blessed by Sauron himself, at least that is the common belief by the denizens of the Black Lands. They are created in the hot fires of Orodruin and honed with a fine edge by the use of wet stone and elven blood. Their crushing blows are devastating against bones and muscles alike and the balance makes them especially easy to guide towards the critical points in their targets armour.
Comments: Should be allowed for barbarians, fighters, Half orcs and humans only

Well, now I know the deal why I cant find any strong waraxes. Most greataxes can only be found as drops on good quests (for example, the frost one) so the only way for an orc to get one is dealing with good characters (as that will happen :) ). Better suggest a couple of greaxes myself, otherwise I dont think any will show up here. A suggestion to some issues is to remove most items sold at the merchants right away. As it is now, I can wait and hopefully get the axe I want by just waiting for the right PC to sell the axe to a merchant (not very probable, but still a way to go). This doesnt feel right, since it is much more fun to find the item by yourself. Maybe a clean up script whenever a player closes a merchant? If such a thing is implemented, then a real good look through on which faction (good, evil and orcs) actually can get each item needs to be done.

Doomnair
24-01-2006, 14:40
Baseitem: Greataxe
Name: Thrall Waraxe
Modifiers: +1 AB, +2 Bludgeoning, +1d4 crit
Appearance:
top 13, color 1
middle 11, color 1
bottom 13, color 1

This basic waraxe is made in the fortress of Dol Goldur in the middle of Mirkwood. Its unremarkable apperance can sometimes fool the eye since it is quite powerful in the right hands. The blade is broader than other blades which creates a crushing damage as it bites through the flesh.
Comments: Should be allowed for barbarians and fighters only

Baseitem: Greataxe
Name: White hand Waraxe
Modifiers: +2 AB, +4 Bludgeoning, +1d6 crit
Appearance:
top 11, color 4
middle 13, color 2
bottom 13, color 4

This waraxe is what distinguish a normal footsoldier of the white hand and a leader of the white hand. It is made in the underground caves of Isengard by the skilled smith of the Uruk Hai. Only true leaders of the Uruk Hais are allowed to wield such a weapon, although it can sometimes be found in the hands of human warriors as they pick it up as spoils of war. The crushing blow delivered by this mighty weapon breaks most bones underneath.
Comments: Should be allowed for barbarians, fighters, Half orcs and humans only

Baseitem: Greataxe
Name: Morgul Waraxe
Modifiers: +3 AB, +6 Bludgeoning, Keen +1d6 crit
Appearance:
top 15, color 3
middle 13, color 2
bottom 18, color 3

These axes are supposed to be blessed by Sauron himself, at least that is the common belief by the denizens of the Black Lands. They are created in the hot fires of Orodruin and honed with a fine edge by the use of wet stone and elven blood. Their crushing blows are devastating against bones and muscles alike and the balance makes them especially easy to guide towards the critical points in their targets armour.
Comments: Should be allowed for barbarians, fighters, Half orcs and humans only

Well, now I know the deal why I cant find any strong waraxes. Most greataxes can only be found as drops on good quests (for example, the frost one) so the only way for an orc to get one is dealing with good characters (as that will happen :) ). Better suggest a couple of greaxes myself, otherwise I dont think any will show up here. A suggestion to some issues is to remove most items sold at the merchants right away. As it is now, I can wait and hopefully get the axe I want by just waiting for the right PC to sell the axe to a merchant (not very probable, but still a way to go). This doesnt feel right, since it is much more fun to find the item by yourself. Maybe a clean up script whenever a player closes a merchant? If such a thing is implemented, then a real good look through on which faction (good, evil and orcs) actually can get each item needs to be done.

All of the above could also be made into a halberd and a greatsword ;)

Well, the most important thing with this post isnt the actual creating of magical items, more the balancing between different swords/axes/armour a.s.o. so that every character of every faction can find an appropriate magical item for his or her level. As things are, I dont think this is the case. I believe some items are more frequent and one or the other faction benefits from being given more items (most probably the good faction having more different items to choose from than the evil). I would suggest that the magical items are split into five categories according to the appropriate character level, that is lvl 1-5, lvl 6-10, lvl 11-15, lvl 16-20 and lvl 21-22 and each faction/race/class has something that is appropriate in these five categories. I know this is a hell of a work, but I put my thrust in our great DMs that are the only ones being able to see the whole picture (and the whole equipment list).

DM_Gwaihir
24-01-2006, 14:43
Great stuff here Eddi and all, keep your ideas coming. Perhaps some items which aren't weapons or armour as well?

DM_Kev
24-01-2006, 15:15
20 of these items will be added to the new loot system. They will probabaly be the more neutral items on the list.

Other items will be considered for inclusion on our lists to be used as quest loot once they are required.

Doomnair
24-01-2006, 16:02
Kev, I have a whole erf file with minor items that I produced for another server (that never went into existence since the lead DM jumped the ship) a long time ago. It mostly contains minor magical items (like skill bonus +2) and magical armours of MW (that is, according to PnP) quality. Would you like me to send that over so you could have a look?

int19h
25-01-2006, 13:02
20 of these items will be added to the new loot system. They will probabaly be the more neutral items on the list.

Other items will be considered for inclusion on our lists to be used as quest loot once they are required.

If I may suggest something - rather than hardwiring items into the quests, let it be used it as DM-provided loot/reward on their discretion, and cross them out as they go. Getting a unique (even if not powerful) item for your character is a very much desired reward, I'd dare say, and considering the length of the list, you probably won't run out of them anytime soon (and then I'm sure there are more to come up with!).

clone number 3
25-01-2006, 13:12
If I may suggest something - rather than hardwiring items into the quests, let it be used it as DM-provided loot/reward on their discretion, and cross them out as they go. Getting a unique (even if not powerful) item for your character is a very much desired reward, I'd dare say, and considering the length of the list, you probably won't run out of them anytime soon (and then I'm sure there are more to come up with!).

That's a nice idea int19h. The only downside I can see is that it may cause friction between some players and the DMs.

DM_Kev
25-01-2006, 16:43
Aye clone, tried that one before. Instead some players decided to play the favourtism card. Of course this is a minority but it gets our backs up and we dont want to deal with it.

I like the idea of some special items appearing as loot because it will be a nice surprise to those lucky few.

Just to point out instances of these items, probability wise:

All these items will spawn in 'high' loot containers. These containers can only be found in mid level boss areas and high level areas.

The new high level loot 2da will have about 600 items listed on it. 20 of these will be these new items. That's a 1 in 24 chance if my maths is correct.

Silverleaf
25-01-2006, 18:06
Base Item: Shortsword
Name: "Fëahîth" (Spirit Mist)
Modifiers:
-Attack Bonus +3
-Keen
-Damage Bonus: Cold +1d6 vs Evil
-Regeneration +1
-Only Useable By: Good, Neutral
Appearance:
-Top: 19 colour 1
-Middle: 16 colour 2
-Bottom: 25 colour 3
Description:

"Long had the creatures of fire in the deep depths of Khazad-Dum bothered the dwarves in their search for the legendary mithril they mined. From the powerful bellows of the Dwarrowdorf, Fëahîth was born. Forged from the magic of a cold stone and blessed by the Elves, the Spirit Mist Blade gained its name from the deep sting it steamed into the demonic fires. And with each passing strike at the burning flames, the cool touch of Fëahîth quickly healed the burns as if treated with the herbs of Yavanna herself. After the fall of Moria, Fëahîth was forgotten, as with most of the dwarves' ancient treasures."


I think we need more "Only Useable By: Good" items, as there are quite a few evil weapons out there which goods shouldn't use.

ghost81
25-01-2006, 18:20
*points to Kev's comment about using the more neutral weapons rather than faction specific ones*

DM_Kev
25-01-2006, 18:27
Sure, e-mail it over Doomnair :)

Silverleaf
25-01-2006, 18:39
Fine, added Neutral to that. I just wanted to make a weapon that wasn't evil based, as there are already quite a few Evil Only blades, RP permitting.

Silverleaf
25-01-2006, 18:50
Sorry, I thought it was only Damage Reduction. I forgot to add colours too. =\

Base Item: Full Plate
Name: Erebor Iron Plate
Modifiers:
-AC Bonus +4
-Concentration +8
Appearance:
-Neck: 002
-Torso: 092
-Belt: 013
-Pelvis: 017
-Shoulders: 021
-Biceps: 012
-Forearms: 017
-Hands: 002
-Thighs: 013
-Shins: 012
-Feet: 008
-Robe: 000
Colours:
L1 - C2: Black
M1 and M2: Dark Steel
Description:

"Dwarves often go to battle, and in doing so must leave their lovely bearded homewives. But a dwarf never goes into battle without a token from his wife. The maidens of Erebor are particular about assuring their men come home safe, and they give to them the perfect token they *know* will keep them safe. Made from the iron of a typical tea kettle, this heavy platemail armor is heavy and helps a dwarf keep his concentration in battle even when shaken by a hearty blow. The husbands wear their wives' armor proudly, and always end up returning home."

DM_Kev
25-01-2006, 18:58
Aye. Damage Reductions/resists/immunities may only be obtained through character feats/abilities.

Silverleaf
25-01-2006, 19:05
Base Item: Chain Mail
Name: Chain Links of Nimloth
Modifiers:
-AC Bonus +3
-Base Weight Reduction: 40%
-Saving Throw Bonus: Reflex +1
-Skill Bonus: Tumble +5
Appearance:
-Neck: 006
-Torso: 074
-Belt: 005
-Pelvis: 031
-Shoulders: 011
-Biceps: 008
-Forearms: 012
-Hands: 010
-Thighs: 013
-Shins: 010
-Feet: 003
-Robe: 000
Colours:
L1: Dark Olive
L2: Dark Taupe
C1: Dark Taupe
C2: Dark Olive
M1: Silver
M2: Dark Green
Description:

The soldiers of Lothlorien must be fleet of foot yet still proficiently armored when they engage battle near their homeland. Crafted by an ingenious Noldor blacksmith, this chain mail made for the rangers of Lothlorien provides excellent protection with the closely linked chain mail, and its lightweight metal provides the extra jump that would not be possible in any armor heavier.

Silverleaf
25-01-2006, 19:08
Fixed the Erebor Iron Plate. Fixed the shortsword.

Silverleaf
25-01-2006, 19:17
Base Item: Small Shield
Name: Shirrif's Choice
Item Modifiers:
-AC Bonus +3
-Dexterity +1
Appearance: iashsw_087
Description:

Like most hobbits, eating, sleeping, tending to your garden and eating are the four main guides to living. But when the peace is threatened in the shire, it is the duty of the shirriffs to keep harm from falling upon the land. Small, light-weight metal shields such as these are used by most shirriffs in deflecting blows when it comes to such violence. Durable and flexible, it is also painted yellow, a keen reminder to local criminals that hobbits live in harmony together.

Doomnair
25-01-2006, 21:39
Sure, e-mail it over Doomnair :) Its in your mail.

DM_Kev
26-01-2006, 20:31
Please do NOT send erfs.

I did request this in my earlier posts.

Silverleaf
26-01-2006, 21:36
Base Item: Assassin Dagger
Name: Assassin's Shiv
Modifiers:
-Attack Bonus +1
-Extra Melee Damage: Piercing
-Onhit: Hold DC=16 [Duration: 25% / 3 rounds)
Appearance:
-Top: 4 colour 4
-Middle: 6 colour 2
-Bottom: 2 colour 1
Description:

A typical tool used by most assassin's, these vile knives are dangerous when used by skilled hands. The rigged blade gives the extra sting necessary in an assassination attempt, and holds the target in pain as the knife finishes the job.

Doomnair
27-01-2006, 07:06
Please do NOT send erfs.

I did request this in my earlier posts.

Sorry, thought it was ok since you posted that I should send it. How shall I get it to you?

DM_Kev
27-01-2006, 09:19
Yours is an exception. I've got it by the way :)

I just don't want erfs of these plans. We will make them ourselves.

Silverleaf
28-01-2006, 18:26
humm... where can i see what the color is called that i selected?
I've screwed around with so many dyes and compared them in Leto etc. etc. that I know a general idea what each dye's name is.

Silverleaf
12-02-2006, 10:28
AC Bonus can't go over 3, unless you want to make that for sorcerers only.

DM_Kev
12-02-2006, 11:03
That's correct.

Tulkas
12-02-2006, 12:07
to my mind the spear is a underpowered weapon in nwn.


perhaps giving spears a few advantages over other weapons will efven things out a tad

Silverleaf
12-02-2006, 17:40
I think it's up to a player's choice whether they want to use a spear or not. A certain weapon that exists out there should not "persuade" someone to now make a character specialising with that weapon type. There are plenty of weapons out there that are obviously not as good.

A fighter would use a greatsword/greataxe over a halberd or heavy flail.
A fighter would use a longsword/battleaxe over a warhammer.
An exotic user would use a two bladed sword over a dire mace.
A druid would use a scimitar over a sickle.
A rogue would use a shortbow over darts.

DM_Kev
12-02-2006, 19:03
The next update will see the full implementation of regional and racial advantage items. These items reflect a regions/races characteristics.

This system is only partially implemented - eg. lighter elven weapons, better rohirrim spears.

Whilst working on this, I could consider scratching the vs evil ability on rohirrim spears and swap it for increased critical hit damage to set the spears criticals well apart from the rest.

int19h
12-02-2006, 20:23
A fighter would use a greatsword/greataxe over a halberd or heavy flail.
A fighter would use a longsword/battleaxe over a warhammer.
An exotic user would use a two bladed sword over a dire mace.
Actually, a fighter-type has very good reasons to use blunt weapons (heavy flail, dire mace, warhammer) if he specialises on undead.

A druid would use a scimitar over a sickle.
Depends on the build. Sickle is finesseable, scimitar is not. Same difference as shortsword / longsword.

A rogue would use a shortbow over darts.
Darts can be used while wearing a shield, shortbow cannot. Also don't forget +1 attack bonus hobbits get for all thrown weapons.

Even halberd sort of gives you something (it has 2 damage types, slashing+piercing). Then again, spear is the only simple (and druidic) two-handed weapon, IIRC, so even setting RP aside there would be good reasons for some classes/builds to use it exclusively.

And, of course, spears just look nice ;)

ghost81
12-02-2006, 20:55
I myself have a Rohirrim fighter who's weapon of choice is a spear.

Scramasax
15-02-2006, 07:43
Afaik, the only truly redundant weapon is the light hammer. A mace is better in every way. Every other weapon has its place, whether by proficiency, damage type, damage output and so on.

My humble 2cents to the entire thread is not to fiddle TOO much with the NWN default. The item level restriction is a good example of a 'stabilising' control so tweaks don't get too far out of hand. The NWN default has its flaws, but its 98% decently balanced. I found the power and level of the items provided in the official campaign and shadows of undrentide set at a very comfortable level for a non-epic setting. When one thing is solved, there is large danger of creating two more problems. Too often I've seen RP worlds nerfing this and that until the difficulty of foes in the world was annoyingly daunting.

Specific to the topic of magic items, my suggestion is to aim for equality power and accessibility for gear across classes and races. Better not to tweak things stronger or weaker for this or that class or race. By all means personalise items to classes and races, but no need to favour one race or class over another.

For example, I'd argue for equal gear for dex and str based melee sorts, not stronger gear for dex melee sorts. I can give a very long list to show it's a very fair tradeoff at non-epic levels.

Second example, I'd argue to leave spears alone. Encourage the more martial pole-arm wielders to use halberds instead. Off the top of my head, the simple weapon proficiency chaps would get an unanticipated leg-up. It's already the best simple weapon there is (kinda tied with morningstar, iirc). There are probably more ramifications, like DR and so on.

The only departures I agree with are setting restrictions for the Middle Earth context (such as tweaks to spells and spell-use). Even then, I'd be mighty hesitant and cautious.

Mhyradin
05-03-2006, 17:52
Not major magic really, but I'd like to see a few more 'props' Equippable instruments, maybe with a cantrip or two, or maybe a perform bonus. And equippable books so that we don't have to rely on the rather short lived emote when we're studying something. Maybe just a once per day use, we don't want to be making expensive items here so every new bard on the mod can afford something at low level.

I was quite dissappointed when I bought a lute from Tharbad and found it wasn't equippable, it has a number of abilities and neither me nor the DM I asked have any idea what they do. The description is incomplete and maybe needs looking into. So if anyone can shed any light on this... Which reminds me, little candles and dim light sources can add a bit to the atmosphere as well :)

misterroboto2
05-03-2006, 18:04
There's already a prop book... but it can only bought in Umbar.

int19h
15-03-2006, 20:40
Another problem with that book is that you can't hang out in cities where guards mind you carrying weapons, and read it, since it is also treated as a weapon. So no quiet reading in the corner on a bench near Greyflood for us.

Mhyradin
16-03-2006, 00:43
'Ee wos olding a book in an offensive fashion mlud, fearing that it mighta bin one of them fabled battle books o Dol Guldar we it im wiv our trunchions till ee dropped it. I'd give im life mlud only we can't on account of us already avin beaten most o it out o im.' :)

Oh, after much experimentation I've found that my lute makes an annoying twangy noise *sighs*. I think I might sell it. But to be fair the DM that I questioned about it gave me most of my money back anyway so I think I'll be about 5gp down.

Silverleaf
22-04-2006, 13:38
Item Name: "Forochel Wolf Hood"
Item Type: Helmet
Description: Made from the pelt of the wolfs that surround the Forochel region, Wolf Hoods are worn by many of the Lossoth for its warmth and thick fur, protecting the wearer's face from both heat and cold.
Properties:
- Saving Throw Bonus : Cold [+3]
- Saving Throw Bonus : Fire [+3]
Appearance: helm_034
Colors:
- Leather 1 : White
- Leather 2 : Brown

Silverleaf
22-04-2006, 13:51
Item Name: "Haradrim Battle Helm"
Item Type: Helmet
Description: Battered, bloodied, and painted with the marks of the Tasheed, these helmets are worn by the Haradrim warriors as they battle against their foes in glorious combat. The markings of the Tasheed infuse their warriors with an unholy strength, but the old and scraped together metal uncommon in the southern deserts cannot fully protect the wearer from the beatings they might have to endure in battle. Attached to the sides of the helm are the horns of an ele-phant, a mighty beast whom the Haradrim make use of both in and out of battle.
Properties:
- Ability Bonus : Strength [+1]
- Decreased Ability : Constitution [-1]
Appearance: helm_104
Colors:
- Cloth 2 : Olive
- Metal 1 : Brown-Black Stripe (3rd last metal color)
- Metal 2 : Brown-Black Stripe (3rd last metal color)

Silverleaf
31-05-2006, 20:46
*bump*