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New Crafting/enchanting System; Initial Thoughts
Topic Started: Jun 15 2017, 02:10 AM (1,295 Views)
MimiFearthegn
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Mistress of the Toolset / Player-Side Admin
Admin
Since it was the most popular, my next project is going to be redoing the crafting system. Right now, we use a variation of the default NWN2 crafting system, which is rather. . limiting in scope.

Instead, I'd like to make a more flexible points-based system, which will really open up the possibilities for new and interesting items. The new system will cover crafting (and enchanting) weapons, armor, wondrous items, ammunition, and alchemy. I do not intend to change scrolls or wands at this time.

In the interests of getting the conversation started, I'd like to throw out a few of my initial thoughts:

  • Points-based crafting - Instead of arbitrarily limiting by number of properties, every item property will have a point value (10, 20, 30). Items will have a maximum number of points they can take (say, 100).
  • No more 3-property limit - see above
  • More Enchanting Options - since every ability has a point value, we will be able to add lots more options for enchanting. For instance, variations on on-hit weapon enchantments with different DC's and percentage values.
  • GUI-based crafting - Crafting will be handled by a custom GUI instead of conversation based
  • No more recipe items - Free the inventory! I'd like to get away from inventory clutter. No more recipe items (except maybe informational?). Alternate storage options for crafting materials may also be made available.
  • Crafting feats WILL remain the same - with the possible exception of the Skill focus feats for special metals.
  • Essences will still be used - Essences will still be used as part of crafting, but they might be expanded.
  • Gems will still be used - Gems will still be part of crafting, but their uses may be changed, and new gems may be added.

And finally, a screenshot of the first draft of the crafting gui (complete with placeholder text!):
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edmaster44
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About bloody time!
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MimiFearthegn
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I think it would be cool to include runes, I just don't know what exact role they'd play yet.
Do not hesitate to send me a PM if you:
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Sinlinara
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Dungeon Master
Will the legacy crafting/enchanting still function?
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SyntheticRose
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Runes for enchantment would be really wonderful! Maybe different properties could be added by using different runes, which would be placed in the drop tables and maybe added as gatherable wall etchings amidst the planes?

Each property could be attached to a specific rune. Say we have the a basic Fire Damage rune, let's call it 'ignis,' and it results in a 1d6 fire damage bonus on a weapon. A more powerful rune, found in higher level areas, let's say, 'flamma,' might result in a 2d6, and in the most epic of areas, 'incandesco' might result in 3d6 fire damage. You'll note that these conform to the property limitations in the various item threads.

The point costs could be balanced so that player-enchanted items can eventually approach very near to, but not quite reach, the power of the items found in the threads, or the purples in the drop list.
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Mr_Otyugh
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May want to create some contingency for possible items that can be altered beyond expectations. Because something like this can very easily also lead to a power creep, if the existing limitations aren't somehow acknowledged or considered.

Another thing is how open will options for enchanting certain skills/abilities/traits/saves or things currently limited to different items? Regeneration for instance is one of the most desirable traits an item can have, and I'm sure people would love to have more hide and move silently from most items. Being able to design your own item will almost always be superior to drops, because you can just cherry pick the exact traits you need which doesn't need flavor or story.
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Tomekk
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And I'll be the guy to remind you that more than half the classes can just slap GMW onto their weapons to ignore the default +1-5 enchantment limitation. Better enchantments should require a better enchantment bonus to balance things out.
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Grendel
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Personally I'd like to see more access to stuff we don't currently have, especially miscellaneous things like visual effects and minor daily spells, but that's just me. As to a rough idea of how enchanting could possibly work; the materials you use to create the item in question determine it's total allocation of enchantment points available; crafting a ring from copper might only yield a maximum of 50 points to allocate while making it of gold could jack it up to 100 and so on. Weapons in turn could be jumped up by the use of the already existing rare components scattered around the server, too.

Making a Tantulhor-bladed greatsword with Dragonbone for the handle/pommel as a preliminary step to actually getting it comprehensively enchanted sounds somewhat balancing in terms of the economy too, since it ensures that there's more a bottleneck than what might otherwise exist.
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Mezzy
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Why not just use a Core rule book and have it done by the book.
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Darkrob
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What I’d like to see is more crafting options for non-casters. Things that cannot be granted via magical enchanting. Like the ability to combine different crafting materials, perhaps connected with different Runes, to permit non-casters to get in on the game if they choose to. The higher the crafting skill, the more options available. I’d like to see it as a viable option on par with Magical enchanting… not just a slight shadow of what casters can do. One ladder of options, bonuses and enhancements for enchanters, another entirely different ladder (just as big) for crafters. Maybe even up the Ante a bit and add 'class specific' crafting skills. Fighters could take a feat allowing them to craft things requiring that feat. Same with Rogues, bards, etc. This way we reduce the ever popular "I can craft and enchant everything!" mages we see all the time these days.
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MimiFearthegn
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There are no plans to change the default item limitations at this time (current enchanting is well below default item limitations anyway). That said, points-based enchanting system? Always results in more powerful items. Its more flexible.

That said, since this system will require a comprehensive table of point values, I expect that it will at least be very consistent across the board.

I really like the idea of extra components (like the handles, extra gemstones, etc.) allowing for more allotted points. :)

Mezzy
 
Why not just use a Core rule book and have it done by the book.


This is closer to default DnD. However, one-to-one ports of enchanting don't necessarily turn out well-balanced or fun in a PW environment.
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DigitalDragoon
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Can we create cursed items too? Maybe additionally give the option to 'curse' certain effects or attributes to increase the available points to spend? (Or just an option to let the whole item be cursed. Because cursed items!)
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Sinlinara
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Dungeon Master
Darkrob,Jun 15 2017
09:46 AM
This way we reduce the ever popular "I can craft and enchant everything!" mages we see all the time these days.

In my defense, that is literally what my character's class is supposed to do.
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Darkrob
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Sinlinara,Jun 15 2017
10:18 AM
Darkrob,Jun 15 2017
09:46 AM
This way we reduce the ever popular "I can craft and enchant everything!" mages we see all the time these days.

In my defense, that is literally what my character's class is supposed to do.

The problem with this (and yes, I have this type of char as well) is that it eliminates the need for 'specialists'. Why seek out a 'non-caster' crafter when that enchanter is a 'one stop shopping' character? Why approach the Dwarven smith to craft that blade when the elven mage can pound it out on the anvil just as good and just as fast?

Spreading out the love allows more characters to get involved. It allows the creation of 'brotherhoods' where members take care of different tasks. It prevents the absolute monopoly of the entire system by a single character class.
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Daniela Nokomis- "The Enclave" - Vampiress, The woman in White, Soul Stealer, Merchant
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Sinlinara
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I agree. It does eliminate that. And from a game-design standpoint, I think that might be a thing to consider. However, it doesn't really seem reasonable in a high-magic, anything-can-happen setting like Planescape.

I would go as far as to say that it makes less sense for Fighters to somehow be able to make items only they can make. Why? What makes Fighters special? What in their class description would suggest that they would have some special ability that lets them make an item only they know how to make? Paladins don't even get that treatment: their Holy Avengers can be made by anyone with Craft Magic Arms and Armor, the Holy Aura spell, and a Good Alignment.

From a setting and roleplaying perspective, I don't think it makes much sense.
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